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Add ImGui bindings to Lua
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212 changed files with 49453 additions and 21919 deletions
18
third_party/imgui/backends/imgui_impl_dx10.h
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third_party/imgui/backends/imgui_impl_dx10.h
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@ -2,15 +2,21 @@
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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struct ID3D10Device;
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@ -22,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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#endif // #ifndef IMGUI_DISABLE
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