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authorrtk0c <[email protected]>2022-06-27 18:27:13 -0700
committerrtk0c <[email protected]>2022-06-27 18:27:13 -0700
commit8f0dda5eab181b0f14f2652b4e984aaaae3f258c (patch)
tree4b825dc642cb6eb9a060e54bf8d69288fbee4904 /3rdparty/imgui/backend/imgui_impl_metal.h
parentfad6a88a13ab1f888ab25ad0aae19c1d63aa0623 (diff)
Start from a clean slate
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-rw-r--r--3rdparty/imgui/backend/imgui_impl_metal.h67
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diff --git a/3rdparty/imgui/backend/imgui_impl_metal.h b/3rdparty/imgui/backend/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 ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-
-// 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.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#include "imgui.h" // IMGUI_IMPL_API
-
-//-----------------------------------------------------------------------------
-// ObjC API
-//-----------------------------------------------------------------------------
-
-#ifdef __OBJC__
-
-@class MTLRenderPassDescriptor;
-@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
-
-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* draw_data,
- id<MTLCommandBuffer> commandBuffer,
- id<MTLRenderCommandEncoder> commandEncoder);
-
-// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
-IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
-
-#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__
-
-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_CreateFontsTexture(MTL::Device* device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
-IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
-
-#endif
-
-#endif