Examples: Refactored directx11_example to be easier to copy & paste into user application.
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// ImGui Win32 + DirectX11 binding
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// https://github.com/ocornut/imgui
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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void ImGui_ImplDX11_InitFontsTexture();
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void ImGui_ImplDX11_Shutdown();
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void ImGui_ImplDX11_NewFrame();
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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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extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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