// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. 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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

#pragma once

struct ID3D11Device;
struct ID3D11DeviceContext;

IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);

// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();

IMGUI_IMPL_API ImTextureID ImGui_LoadTexture(const char* path);
IMGUI_IMPL_API ImTextureID ImGui_CreateTexture(const void* data, int width, int height);
IMGUI_IMPL_API void        ImGui_DestroyTexture(ImTextureID texture);
IMGUI_IMPL_API int         ImGui_GetTextureWidth(ImTextureID texture);
IMGUI_IMPL_API int         ImGui_GetTextureHeight(ImTextureID texture);
