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Ported d3d11 renderer to d3d10
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examples/directx10_example/imgui_impl_dx10.h
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examples/directx10_example/imgui_impl_dx10.h
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// ImGui Win32 + DirectX10 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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struct ID3D10Device;
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IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
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IMGUI_API void ImGui_ImplDX10_Shutdown();
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IMGUI_API void ImGui_ImplDX10_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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