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//-----------------------------------------------------------------------------
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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.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
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// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
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// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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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 IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
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//#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.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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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 during development. Please read the comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//#define IMGUI_DISABLE_METRICS_WINDOW
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//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
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//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Define constructor and implicit cast operators to convert back<>forth between 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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//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
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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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*/