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24 lines
1.1 KiB
24 lines
1.1 KiB
// dear imgui: Renderer for DirectX11 |
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// This needs to be used along with a Platform Binding (e.g. Win32) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! |
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. |
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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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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#pragma once |
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struct ID3D11Device; |
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struct ID3D11DeviceContext; |
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); |
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); |
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); |
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IMGUI_IMPL_API void ImGui_ImplDX11_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_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); |
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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