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https://github.com/ocornut/imgui.git
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@@ -572,6 +572,9 @@ jobs:
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- name: Build macOS example_sdl2_metal
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run: make -C examples/example_sdl2_metal
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- name: Build macOS example_sdl3_metal4
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run: make -C examples/example_sdl3_metal4
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- name: Build macOS example_sdl2_opengl2
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run: make -C examples/example_sdl2_opengl2
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if: github.event_name == 'workflow_run'
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@@ -72,6 +72,7 @@ examples/example_sdl2_opengl3/example_sdl2_opengl3
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examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
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examples/example_sdl2_vulkan/example_sdl2_vulkan
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examples/example_sdl3_metal/example_sdl3_metal
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examples/example_sdl3_metal4/example_sdl3_metal4
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examples/example_sdl3_opengl3/example_sdl3_opengl3
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examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
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examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
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@@ -1,8 +1,8 @@
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// dear imgui: Renderer Backend for Metal
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// dear imgui: Renderer Backend for Metal 4
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// This needs to be used along with a Platform Backend (e.g. OSX)
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// 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: User texture binding. Use 'MTLTexture.gpuResourceID' 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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@@ -24,55 +24,31 @@
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#ifdef __OBJC__
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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@class MTL4RenderPassDescriptor;
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@protocol MTLDevice, MTL4CommandBuffer, MTL4RenderCommandEncoder, MTL4CommandQueue;
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// framesInFlight must match the number of frames your application keeps in flight (e.g. the size of your own
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// command buffer/allocator ring). The backend uses it to size its own per-frame-in-flight resources (constant
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// buffer, vertex/index buffer cache) so the CPU never overwrites a slot the GPU may still be reading.
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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);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder);
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IMGUI_IMPL_API bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight);
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IMGUI_IMPL_API void ImGui_ImplMetal4_Shutdown();
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// frameInFlightIndex must match the slot you use to index your own per-frame-in-flight resources
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// (e.g. the same index used to pick your command buffer/allocator), and must be < framesInFlight passed to Init().
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IMGUI_IMPL_API void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex);
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IMGUI_IMPL_API void ImGui_ImplMetal4_RenderDrawData(ImDrawData* drawData,
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id<MTL4CommandBuffer> commandBuffer,
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id<MTL4RenderCommandEncoder> commandEncoder);
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// Called by Init/NewFrame/Shutdown
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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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IMGUI_IMPL_API bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal4_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 = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex);
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#endif
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//-----------------------------------------------------------------------------
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// C++ API
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//-----------------------------------------------------------------------------
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// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
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// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
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#ifdef IMGUI_IMPL_METAL_CPP
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#include <Metal/Metal.hpp>
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#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);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::CommandBuffer* commandBuffer,
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MTL::RenderCommandEncoder* commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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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 = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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#endif
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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@@ -0,0 +1,48 @@
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#
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# You will need SDL3 (http://www.libsdl.org):
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# brew install sdl3
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#
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl3_metal4
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IMGUI_DIR = ../..
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SOURCES = main.mm
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal4.mm
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
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LIBS += `pkg-config --libs sdl3`
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LIBS += -L/usr/local/lib -L/opt/local/lib
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CXXFLAGS += `pkg-config --cflags sdl3`
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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%.o:%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:%.mm
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$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.mm
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$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
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all: $(EXE)
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@echo Build complete
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$(EXE): $(OBJS)
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean:
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rm -f $(EXE) $(OBJS)
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