// ImGui Win32 + DirectX11 binding // https://github.com/ocornut/imgui struct ID3D11Device; struct ID3D11DeviceContext; bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); void ImGui_ImplDX11_Shutdown(); void ImGui_ImplDX11_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. void ImGui_ImplDX11_InvalidateDeviceObjects(); bool ImGui_ImplDX11_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 types. You can copy the extern declaration in your code. /* extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */