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https://github.com/Bloodysharp/EXTERIUM-Cheat-ImGuiMenu.git
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34 lines
1.3 KiB
C
34 lines
1.3 KiB
C
// dear imgui: Renderer for DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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struct IDirect3DDevice9;
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struct IDirect3DTexture9;
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(const ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX9_DestroyFontsTexture();
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_IMPL_API ImTextureID ImGui_CreateTextureRGBA(int width, int height, const unsigned char* data);
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IMGUI_IMPL_API void ImGui_DestroyTexture(ImTextureID texture);
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