|  | // dear imgui: Renderer Backend for DirectX11 | 
|  | // This needs to be used along with a Platform Backend (e.g. Win32) | 
|  |  | 
|  | // Implemented features: | 
|  | //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! | 
|  | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | 
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | 
|  |  | 
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | 
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs | 
|  |  | 
|  | #pragma once | 
|  | #include "imgui.h"      // IMGUI_IMPL_API | 
|  |  | 
|  | struct ID3D11Device; | 
|  | struct ID3D11DeviceContext; | 
|  |  | 
|  | IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); | 
|  | IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown(); | 
|  | IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame(); | 
|  | IMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); | 
|  |  | 
|  | // Use if you want to reset your rendering device without losing Dear ImGui state. | 
|  | IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects(); | 
|  | IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects(); |