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// ImGui Win32 + DirectX12 binding
// https://github.com/ocornut/imgui
struct ID3D12Device;
struct ID3D12DeviceContext;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct ID3D12CommandQueue;
bool ImGui_ImplDX12_Init(void* hwnd, ID3D12Device* device, ID3D12CommandQueue* pCmdQueue, ID3D12GraphicsCommandList* pCmdList, ID3D12DescriptorHeap* descHeap, unsigned int descHeapBaseOffset);
void ImGui_ImplDX12_Shutdown();
void ImGui_ImplDX12_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX12_InvalidateDeviceObjects();
bool ImGui_ImplDX12_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 <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
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