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