| // dear 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. |
| // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| #pragma once |
| |
| 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 ImGui state. |
| IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); |
| IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); |