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// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# pragma once
# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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struct ID3D11Device ;
struct ID3D11DeviceContext ;
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struct ID3D11SamplerState ;
struct ID3D11Buffer ;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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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 Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects ( ) ;
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device * Device ;
ID3D11DeviceContext * DeviceContext ;
ID3D11SamplerState * SamplerDefault ;
ID3D11Buffer * VertexConstantBuffer ;
} ;
# endif // #ifndef IMGUI_DISABLE