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