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27 lines
1.4 KiB
27 lines
1.4 KiB
// ImGui Win32 + DirectX9 binding |
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// Implemented features: |
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// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. 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 IDirect3DDevice9; |
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IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); |
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IMGUI_API void ImGui_ImplDX9_Shutdown(); |
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IMGUI_API void ImGui_ImplDX9_NewFrame(); |
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IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); |
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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_ImplDX9_InvalidateDeviceObjects(); |
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IMGUI_API bool ImGui_ImplDX9_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_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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*/
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