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			25 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			25 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // ImGui Win32 + DirectX10 binding
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| // In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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| 
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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 use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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| // https://github.com/ocornut/imgui
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| 
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| struct ID3D10Device;
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| 
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| IMGUI_API bool        ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
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| IMGUI_API void        ImGui_ImplDX10_Shutdown();
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| IMGUI_API void        ImGui_ImplDX10_NewFrame();
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| 
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| // Use if you want to reset your rendering device without losing ImGui state.
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| IMGUI_API void        ImGui_ImplDX10_InvalidateDeviceObjects();
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| IMGUI_API bool        ImGui_ImplDX10_CreateDeviceObjects();
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| 
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| // Handler for Win32 messages, update mouse/keyboard data.
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| // You may or not need this for your implementation, but it can serve as reference for handling inputs.
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| // Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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| /*
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| IMGUI_API LRESULT   ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| */
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