2018-06-08 12:37:33 -05:00
// ImGui Renderer for: DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
2018-02-05 13:34:11 -06:00
// Implemented features:
2018-06-11 05:33:51 -05:00
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
2016-03-24 05:00:47 -05:00
2015-12-03 12:32:01 -06:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-12-03 06:18:35 -06:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-12-03 12:32:01 -06:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-12-03 06:18:35 -06:00
// https://github.com/ocornut/imgui
struct ID3D10Device ;
2018-06-21 05:04:00 -05:00
IMGUI_IMPL_API bool ImGui_ImplDX10_Init ( ID3D10Device * device ) ;
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame ( ) ;
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData ( ImDrawData * draw_data ) ;
2015-12-03 06:18:35 -06:00
// Use if you want to reset your rendering device without losing ImGui state.
2018-06-21 05:04:00 -05:00
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects ( ) ;
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects ( ) ;