imgui_impl_dx11.h (1233B)
1 // dear imgui: Renderer Backend for DirectX11 2 // This needs to be used along with a Platform Backend (e.g. Win32) 3 4 // Implemented features: 5 // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! 6 // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. 7 8 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 9 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 10 // Read online: https://github.com/ocornut/imgui/tree/master/docs 11 12 #pragma once 13 #include "imgui.h" // IMGUI_IMPL_API 14 15 struct ID3D11Device; 16 struct ID3D11DeviceContext; 17 18 IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); 19 IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); 20 IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); 21 IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); 22 23 // Use if you want to reset your rendering device without losing Dear ImGui state. 24 IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); 25 IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();