// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

#pragma once
#include "imgui.h"      // IMGUI_IMPL_API

// DirectX
#include <d3d9.h>

#ifdef __cplusplus
extern "C" {
#endif

struct IDirect3DDevice9;

IMGUI_IMPL_API bool     ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void     ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void     ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void     ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool     ImGui_ImplDX9_GetCP(IDirect3DDevice9* pDevice, D3DDEVICE_CREATION_PARAMETERS* CP);

// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool     ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void     ImGui_ImplDX9_InvalidateDeviceObjects();

#ifdef __cplusplus
}
#endif
