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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:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// 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
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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//-----------------------------------------------------------------------------
// ObjC API
//-----------------------------------------------------------------------------
# ifdef __OBJC__
@ class MTLRenderPassDescriptor ;
@ protocol MTLDevice , MTLCommandBuffer , MTLRenderCommandEncoder ;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init ( id < MTLDevice > device ) ;
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown ( ) ;
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IMGUI_IMPL_API bool ImGui_ImplMetal_NewFrame ( MTLRenderPassDescriptor * renderPassDescriptor ) ;
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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 ( ) ;
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// (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 ) ;
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# 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__
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init ( MTL : : Device * device ) ;
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown ( ) ;
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IMGUI_IMPL_API bool ImGui_ImplMetal_NewFrame ( MTL : : RenderPassDescriptor * renderPassDescriptor ) ;
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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 ( ) ;
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// (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 ) ;
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# endif
# endif
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//-----------------------------------------------------------------------------
# endif // #ifndef IMGUI_DISABLE