// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR. // **DO NOT EDIT DIRECTLY** // https://github.com/dearimgui/dear_bindings // dear imgui: Renderer Backend for DirectX10 // Auto-generated forward declarations for C header typedef struct ImGui_ImplDX10_RenderState_t ImGui_ImplDX10_RenderState; // ImDrawIdx: vertex index. [Compile-time configurable type] // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) #endif // #ifndef ImDrawIdx // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // 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 #ifdef __cplusplus extern "C" { #endif #include "dcimgui.h" #ifndef IMGUI_DISABLE typedef struct ID3D10Device_t ID3D10Device; typedef struct ID3D10SamplerState_t ID3D10SamplerState; typedef struct ID3D10Buffer_t ID3D10Buffer; typedef struct ImDrawData_t ImDrawData; // Follow "Getting Started" link and check examples/ folder to learn about using backends! CIMGUI_IMPL_API bool cImGui_ImplDX10_Init(ID3D10Device* device); CIMGUI_IMPL_API void cImGui_ImplDX10_Shutdown(void); CIMGUI_IMPL_API void cImGui_ImplDX10_NewFrame(void); CIMGUI_IMPL_API void cImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. CIMGUI_IMPL_API bool cImGui_ImplDX10_CreateDeviceObjects(void); CIMGUI_IMPL_API void cImGui_ImplDX10_InvalidateDeviceObjects(void); // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. CIMGUI_IMPL_API void cImGui_ImplDX10_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplDX10_RenderState_t { ID3D10Device* Device; ID3D10SamplerState* SamplerLinear; ID3D10SamplerState* SamplerNearest; ID3D10Buffer* VertexConstantBuffer; }; #endif// #ifndef IMGUI_DISABLE #ifdef __cplusplus } // End of extern "C" block #endif