2020-10-12 15:34:22 +00:00
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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 09:41:21 +00:00
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// Implemented features:
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2019-10-16 09:23:15 +00:00
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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2019-11-20 10:58:25 +00:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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2018-07-08 11:08:16 +00:00
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// Missing features:
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// [ ] Renderer: Multi-viewport / platform windows.
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2018-07-05 09:41:21 +00:00
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2020-10-14 10:22:53 +00:00
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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2018-07-05 09:41:21 +00:00
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2020-04-07 09:02:29 +00:00
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#include "imgui.h" // IMGUI_IMPL_API
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2020-04-06 18:23:57 +00:00
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2018-07-05 09:41:21 +00:00
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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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 13:31:54 +00:00
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
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2018-07-05 09:41:21 +00:00
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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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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