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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