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				// ImGui Win32 + DirectX11 binding | 
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// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | 
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | 
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | 
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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// https://github.com/ocornut/imgui | 
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struct ID3D11Device; | 
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struct ID3D11DeviceContext; | 
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IMGUI_API bool        ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); | 
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IMGUI_API void        ImGui_ImplDX11_Shutdown(); | 
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IMGUI_API void        ImGui_ImplDX11_NewFrame(); | 
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// Use if you want to reset your rendering device without losing ImGui state. | 
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IMGUI_API void        ImGui_ImplDX11_InvalidateDeviceObjects(); | 
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IMGUI_API bool        ImGui_ImplDX11_CreateDeviceObjects(); | 
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// Handler for Win32 messages, update mouse/keyboard data. | 
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// You may or not need this for your implementation, but it can serve as reference for handling inputs. | 
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code. | 
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/* | 
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IMGUI_API LRESULT   ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | 
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*/
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