| // ImGui Win32 + DirectX9 binding |
| |
| // Implemented features: |
| // [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| struct IDirect3DDevice9; |
| |
| IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); |
| IMGUI_API void ImGui_ImplDX9_Shutdown(); |
| IMGUI_API void ImGui_ImplDX9_NewFrame(); |
| IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); |
| |
| // Use if you want to reset your rendering device without losing ImGui state. |
| IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); |
| IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects(); |
| |
| // Handler for Win32 messages, update mouse/keyboard data. |
| // You may or not need this for your implementation, but it can serve as reference for handling inputs. |
| // Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code. |
| /* |
| IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| */ |