2020-10-12 17:34:22 +02:00
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// dear imgui: Renderer Backend for Metal
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// This needs to be used along with a Platform Backend (e.g. OSX)
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2018-07-05 11:41:21 +02:00
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// Implemented features:
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2019-10-16 11:23:15 +02:00
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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2024-12-05 12:43:04 +01:00
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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2022-05-03 17:53:47 +02:00
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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2018-07-05 11:41:21 +02:00
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2023-02-07 16:23:49 +01:00
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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2021-05-27 13:59:35 +02:00
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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2023-09-11 13:47:08 +02:00
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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2018-07-05 11:41:21 +02:00
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2020-04-07 11:02:29 +02:00
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#include "imgui.h" // IMGUI_IMPL_API
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2023-07-13 11:27:52 +02:00
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#ifndef IMGUI_DISABLE
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2020-04-06 20:23:57 +02:00
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2021-12-23 21:04:35 +01:00
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//-----------------------------------------------------------------------------
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// ObjC API
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//-----------------------------------------------------------------------------
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#ifdef __OBJC__
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2018-07-05 11:41:21 +02:00
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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2024-07-25 16:59:34 +02:00
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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2018-07-05 11:41:21 +02:00
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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2020-06-30 15:31:54 +02:00
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
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2022-05-04 15:29:07 +02:00
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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2018-07-05 11:41:21 +02:00
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id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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2021-12-23 21:04:35 +01:00
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#endif
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//-----------------------------------------------------------------------------
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// C++ API
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//-----------------------------------------------------------------------------
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// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
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// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
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#ifdef IMGUI_IMPL_METAL_CPP
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#include <Metal/Metal.hpp>
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#ifndef __OBJC__
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2024-07-25 16:59:34 +02:00
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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2021-12-23 21:04:35 +01:00
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::CommandBuffer* commandBuffer,
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MTL::RenderCommandEncoder* commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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#endif
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#endif
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2023-07-13 11:27:52 +02:00
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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