| // ImGui Renderer for: DirectX10 | 
 | // This needs to be used along with a Platform Binding (e.g. Win32) | 
 |  | 
 | // Implemented features: | 
 | //  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' 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 ID3D10Device; | 
 |  | 
 | IMGUI_API bool        ImGui_ImplDX10_Init(ID3D10Device* device); | 
 | IMGUI_API void        ImGui_ImplDX10_Shutdown(); | 
 | IMGUI_API void        ImGui_ImplDX10_NewFrame(); | 
 | IMGUI_API void        ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); | 
 |  | 
 | // Use if you want to reset your rendering device without losing ImGui state. | 
 | IMGUI_API void        ImGui_ImplDX10_InvalidateDeviceObjects(); | 
 | IMGUI_API bool        ImGui_ImplDX10_CreateDeviceObjects(); |