summaryrefslogtreecommitdiffstats
path: root/lib/imgui-1.90.7/backends/imgui_impl_dx10.h
diff options
context:
space:
mode:
authorgrm <grm@eyesin.space>2024-06-05 19:04:25 +0300
committergrm <grm@eyesin.space>2024-06-05 19:04:25 +0300
commit181edce08e0b914b7274571b7feb1ea8b1f341d8 (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/backends/imgui_impl_dx10.h
parent294e3409d007c29f17c6551acbc9f9199a044b0c (diff)
downloadcgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.tar.gz
cgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.tar.bz2
cgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.zip
more vks, stupid mutlistep build, and imgui
Diffstat (limited to 'lib/imgui-1.90.7/backends/imgui_impl_dx10.h')
-rw-r--r--lib/imgui-1.90.7/backends/imgui_impl_dx10.h31
1 files changed, 31 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/backends/imgui_impl_dx10.h b/lib/imgui-1.90.7/backends/imgui_impl_dx10.h
new file mode 100644
index 0000000..e7e798a
--- /dev/null
+++ b/lib/imgui-1.90.7/backends/imgui_impl_dx10.h
@@ -0,0 +1,31 @@
+// dear imgui: Renderer Backend for DirectX10
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// 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
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ID3D10Device;
+
+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);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE