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diff --git a/imgui-1.92.1/backends/imgui_impl_metal.h b/imgui-1.92.1/backends/imgui_impl_metal.h
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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