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author | Clifford Wolf <clifford@clifford.at> | 2018-11-09 12:57:14 +0100 |
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committer | Clifford Wolf <clifford@clifford.at> | 2018-11-09 12:57:14 +0100 |
commit | 66dd17664c08aca17b53d2853558121aa9e702e4 (patch) | |
tree | b6bc5dd919e5f525ec7328861b81f616673a1ea6 /3rdparty/imgui/examples/imgui_impl_dx9.h | |
parent | e91241f10d68fcaaf0a81fa77e9a91666120ccee (diff) | |
parent | 15d9b3d3cc05656e58d01ba2f97ec92b6daaee1c (diff) | |
download | nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.tar.gz nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.tar.bz2 nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.zip |
Merge branch 'master' of github.com:YosysHQ/nextpnr into router_improve
Diffstat (limited to '3rdparty/imgui/examples/imgui_impl_dx9.h')
-rw-r--r-- | 3rdparty/imgui/examples/imgui_impl_dx9.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/imgui_impl_dx9.h b/3rdparty/imgui/examples/imgui_impl_dx9.h new file mode 100644 index 00000000..03da1bda --- /dev/null +++ b/3rdparty/imgui/examples/imgui_impl_dx9.h @@ -0,0 +1,20 @@ +// dear imgui: Renderer for DirectX9 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// 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 + +struct IDirect3DDevice9; + +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); |