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- // dear imgui: Renderer Backend for Metal
- // This needs to be used along with a Platform Backend (e.g. OSX)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // 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.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #ifndef IMGUI_DISABLE
- //-----------------------------------------------------------------------------
- // ObjC API
- //-----------------------------------------------------------------------------
- #ifdef __OBJC__
- @class MTLRenderPassDescriptor;
- @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
- IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
- IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
- id<MTLCommandBuffer> commandBuffer,
- id<MTLRenderCommandEncoder> commandEncoder);
- // Called by Init/NewFrame/Shutdown
- IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
- IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
- // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
- IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
- #endif
- //-----------------------------------------------------------------------------
- // C++ API
- //-----------------------------------------------------------------------------
- // Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
- // More info about using Metal from C++: https://developer.apple.com/metal/cpp/
- #ifdef IMGUI_IMPL_METAL_CPP
- #include <Metal/Metal.hpp>
- #ifndef __OBJC__
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
- IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
- IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
- MTL::CommandBuffer* commandBuffer,
- MTL::RenderCommandEncoder* commandEncoder);
- // Called by Init/NewFrame/Shutdown
- IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
- IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
- // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
- IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
- #endif
- #endif
- //-----------------------------------------------------------------------------
- #endif // #ifndef IMGUI_DISABLE
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