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Diffstat (limited to '3rdparty/imgui/examples/imgui_impl_dx11.h')
-rw-r--r-- | 3rdparty/imgui/examples/imgui_impl_dx11.h | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/imgui_impl_dx11.h b/3rdparty/imgui/examples/imgui_impl_dx11.h new file mode 100644 index 00000000..724b4696 --- /dev/null +++ b/3rdparty/imgui/examples/imgui_impl_dx11.h @@ -0,0 +1,21 @@ +// dear imgui: Renderer for DirectX11 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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 ID3D11Device; +struct ID3D11DeviceContext; + +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); |