Elaztek Developer Hub
Blamite Game Engine - blam!  00346.12.11.21.0529.blamite
The core library for the Blamite Game Engine.
imconfig.h
Go to the documentation of this file.
1 //-----------------------------------------------------------------------------
2 // COMPILE-TIME OPTIONS FOR DEAR IMGUI
3 // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
4 // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
5 //-----------------------------------------------------------------------------
6 // 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)
7 // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
8 // If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
9 // 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.
10 // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
11 // 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.
12 //-----------------------------------------------------------------------------
13 
14 #pragma once
15 
16 //---- Define assertion handler. Defaults to calling assert().
17 //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
18 //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
19 
20 //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
21 // 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.
22 //#define IMGUI_API __declspec( dllexport )
23 //#define IMGUI_API __declspec( dllimport )
24 
25 //---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
26 //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
27 
28 //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
29 // It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
30 //#define IMGUI_DISABLE_DEMO_WINDOWS
31 //#define IMGUI_DISABLE_METRICS_WINDOW
32 
33 //---- Don't implement some functions to reduce linkage requirements.
34 //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
35 //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
36 //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
37 //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
38 //#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.
39 //#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.
40 //#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().
41 
42 //---- Include imgui_user.h at the end of imgui.h as a convenience
43 //#define IMGUI_INCLUDE_IMGUI_USER_H
44 
45 //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
46 //#define IMGUI_USE_BGRA_PACKED_COLOR
47 
48 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
49 // By default the embedded implementations are declared static and not available outside of imgui cpp files.
50 //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
51 //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
52 //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
53 //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
54 
55 //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
56 // This will be inlined as part of ImVec2 and ImVec4 class declarations.
57 /*
58 #define IM_VEC2_CLASS_EXTRA \
59  ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
60  operator MyVec2() const { return MyVec2(x,y); }
61 
62 #define IM_VEC4_CLASS_EXTRA \
63  ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
64  operator MyVec4() const { return MyVec4(x,y,z,w); }
65 */
66 
67 //---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
68 // Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
69 // Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
70 // Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
71 //#define ImDrawIdx unsigned int
72 
73 //---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
74 //struct ImDrawList;
75 //struct ImDrawCmd;
76 //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
77 //#define ImDrawCallback MyImDrawCallback
78 
79 //---- Debug Tools
80 // Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.
81 //#define IM_DEBUG_BREAK IM_ASSERT(0)
82 //#define IM_DEBUG_BREAK __debugbreak()
83 // Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one.
84 // This adds a small runtime cost which is why it is not enabled by default.
85 //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
86 
87 //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
88 /*
89 namespace ImGui
90 {
91  void MyFunction(const char* name, const MyMatrix44& v);
92 }
93 */