| 1 | // dear imgui: Renderer Backend for Metal |
| 2 | // This needs to be used along with a Platform Backend (e.g. OSX) |
| 3 | |
| 4 | // Implemented features: |
| 5 | // [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! |
| 6 | // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
| 7 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
| 8 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 9 | |
| 10 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 11 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 12 | // Learn about Dear ImGui: |
| 13 | // - FAQ https://dearimgui.com/faq |
| 14 | // - Getting Started https://dearimgui.com/getting-started |
| 15 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 16 | // - Introduction, links and more at the top of imgui.cpp |
| 17 | |
| 18 | #pragma once |
| 19 | #include "imgui.h" // IMGUI_IMPL_API |
| 20 | #ifndef IMGUI_DISABLE |
| 21 | |
| 22 | //----------------------------------------------------------------------------- |
| 23 | // ObjC API |
| 24 | //----------------------------------------------------------------------------- |
| 25 | |
| 26 | #ifdef __OBJC__ |
| 27 | |
| 28 | @class MTLRenderPassDescriptor; |
| 29 | @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; |
| 30 | |
| 31 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 32 | IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device); |
| 33 | IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); |
| 34 | IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); |
| 35 | IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, |
| 36 | id<MTLCommandBuffer> commandBuffer, |
| 37 | id<MTLRenderCommandEncoder> commandEncoder); |
| 38 | |
| 39 | // Called by Init/NewFrame/Shutdown |
| 40 | IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device); |
| 41 | IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); |
| 42 | |
| 43 | // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. |
| 44 | IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); |
| 45 | |
| 46 | #endif |
| 47 | |
| 48 | //----------------------------------------------------------------------------- |
| 49 | // C++ API |
| 50 | //----------------------------------------------------------------------------- |
| 51 | |
| 52 | // Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file |
| 53 | // More info about using Metal from C++: https://developer.apple.com/metal/cpp/ |
| 54 | |
| 55 | #ifdef IMGUI_IMPL_METAL_CPP |
| 56 | #include <Metal/Metal.hpp> |
| 57 | #ifndef __OBJC__ |
| 58 | |
| 59 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 60 | IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); |
| 61 | IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); |
| 62 | IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); |
| 63 | IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, |
| 64 | MTL::CommandBuffer* commandBuffer, |
| 65 | MTL::RenderCommandEncoder* commandEncoder); |
| 66 | |
| 67 | // Called by Init/NewFrame/Shutdown |
| 68 | IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); |
| 69 | IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); |
| 70 | |
| 71 | // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. |
| 72 | IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); |
| 73 | |
| 74 | #endif |
| 75 | #endif |
| 76 | |
| 77 | //----------------------------------------------------------------------------- |
| 78 | |
| 79 | #endif // #ifndef IMGUI_DISABLE |