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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
// Most options (memory allocation, clipboard callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
// Note that options such as IMGUI_API, IM_VEC2_CLASS_EXTRA or ImDrawIdx needs to be defined consistently everywhere you include imgui.h, not only for the imgui*.cpp compilation units.
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//-----------------------------------------------------------------------------
# pragma once
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce likelihood of using already obsolete function/names
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Don't implement default handlers for Windows (so as not to link with certain functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // Don't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // Don't use and link with ImmGetContext/ImmSetCompositionWindow.
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//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
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//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
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//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Implement STB libraries in a namespace to avoid linkage conflicts (defaults to global namespace)
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//#define IMGUI_STB_NAMESPACE ImGuiStb
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//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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# define IM_VEC2_CLASS_EXTRA \
ImVec2 ( const MyVec2 & f ) { x = f . x ; y = f . y ; } \
operator MyVec2 ( ) const { return MyVec2 ( x , y ) ; }
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# define IM_VEC4_CLASS_EXTRA \
ImVec4 ( const MyVec4 & f ) { x = f . x ; y = f . y ; z = f . z ; w = f . w ; } \
operator MyVec4 ( ) const { return MyVec4 ( x , y , z , w ) ; }
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*/
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//---- Use 32-bit vertex indices (instead of default 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
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//#define ImDrawIdx unsigned int
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
namespace ImGui
{
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void MyFunction ( const char * name , const MyMatrix44 & v ) ;
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}
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*/