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imgui/imconfig.h

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//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// 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().
//#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/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names
//#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.
//---- 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 during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- 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)
//#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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/*
#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 (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
//#define ImDrawIdx unsigned int
//---- 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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*/