| // 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. |
| |
| // 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(); |