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							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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