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220 lines
12 KiB
C++
220 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// DEAR IMGUI COMPILE-TIME OPTIONS
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// Runtime options (clipboard callbacks, enabling various features, etc.) can
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// generally be set via the ImGuiIO structure. You can use
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// ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to
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// 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
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// maintain a patch/rebased branch with your modifications to it) B) or '#define
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// IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add
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// directives in your own file without touching this template.
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//-----------------------------------------------------------------------------
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// You need to make sure that configuration settings are defined consistently
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// _everywhere_ Dear ImGui is used, which include the imgui*.cpp files but also
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// _any_ of your code that uses Dear ImGui. This is because some compile-time
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// options have an affect on data structures. Defining those options in
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// imconfig.h will ensure every compilation unit gets to see the same data
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// structure layouts. Call IMGUI_CHECKVERSION() from your .cpp file to verify
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// that the data structures your files are using are matching the ones imgui.cpp
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// is using.
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//-----------------------------------------------------------------------------
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#pragma once
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#include "Common/Assert.h"
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//---- Define assertion handler. Defaults to calling assert().
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// If your macro uses multiple statements, make sure is enclosed in a 'do { .. }
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// while (0)' block so it can be used as a single statement.
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#define IM_ASSERT(_EXPR) ASSERT(_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
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// Windows
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// Using Dear ImGui via a shared library is not recommended, because of function
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// call overhead and because we don't guarantee backward nor forward ABI
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// compatibility.
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// - Windows DLL users: heaps and globals are not shared across DLL boundaries!
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// You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory
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// Allocators" section of imgui.cpp for more details.
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// #define IMGUI_API __declspec(dllexport) // MSVC Windows:
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// DLL export #define IMGUI_API __declspec(dllimport) // MSVC
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// Windows: DLL import #define IMGUI_API __attribute__((visibility("default")))
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// // GCC/Clang: override visibility when set is hidden
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from
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// time to time after updating to clean your code of obsolete function/names.
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// #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Disable all of Dear ImGui or don't implement standard windows/tools.
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// It is very strongly recommended to NOT disable the demo windows and debug
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// tool during development. They are extremely useful in day to day work. Please
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// read comments in imgui_demo.cpp.
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// #define IMGUI_DISABLE // Disable
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// everything: all headers and source files will be empty.
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#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows:
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// ShowDemoWindow()/ShowStyleEditor() will be
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// empty.
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// #define IMGUI_DISABLE_DEBUG_TOOLS // Disable
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// metrics/debugger and other debug tools: ShowMetricsWindow(),
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// ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
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//---- Don't implement some functions to reduce linkage requirements.
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// #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't
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// implement default clipboard handler. Won't use and link with
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// OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a,
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// kernel32.lib/.a) #define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS //
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// [Win32] [Default with Visual Studio] Implement default IME handler (require
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// imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
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// #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default
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// with non-Visual Studio compilers] Don't implement default IME handler (won't
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// require imm32.lib/.a) #define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't
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// use and link with any Win32 function (clipboard, IME). #define
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// IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default
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// OSX clipboard handler (need to link with '-framework ApplicationServices',
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// this is why this is not the default). #define
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// IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default
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// platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require
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// shell32.lib/.a, Mac/Linux: use system("")). #define
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// IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement
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// ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if
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// you don't want to link with vsnprintf) #define
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// IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement
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// ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement
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// them yourself. #define IMGUI_DISABLE_FILE_FUNCTIONS //
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// Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and
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// ImFileHandle at all (replace them with dummies) #define
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// IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement
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// ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can
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// implement them yourself if you don't want to link with
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// fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
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// #define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement
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// default allocators calling malloc()/free() to avoid linking with them. You
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// will need to call ImGui::SetAllocatorFunctions(). #define
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// IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded
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// font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault()
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// will assert. #define IMGUI_DISABLE_SSE //
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// Disable use of SSE intrinsics even if available
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//---- Enable Test Engine / Automation features.
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// #define IMGUI_ENABLE_TEST_ENGINE // Enable
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// imgui_test_engine hooks. Generally set automatically by include
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// "imgui_te_config.h", see Test Engine for details.
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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// May be convenient for some users to only explicitly include vanilla imgui.h
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// and have extra stuff included.
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// #define IMGUI_INCLUDE_IMGUI_USER_H
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// #define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
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//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from
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// one to another). Need dedicated backend support. #define
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// IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve
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// old .ini data that you cannot afford to invalidate. #define
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// IMGUI_USE_LEGACY_CRC32_ADLER
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//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes
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// 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes,
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// ancient languages, etc...) #define IMGUI_USE_WCHAR32
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames
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// to prioritize another version
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// By default the embedded implementations are declared static and not available
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// outside of Dear ImGui sources files.
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// #define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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// #define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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// #define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only
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// used if IMGUI_USE_STB_SPRINTF is defined. #define
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// IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define
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// IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define
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// IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled
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// if IMGUI_USE_STB_SPRINTF is defined.
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//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the
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// one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
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// Compatibility checks of arguments and formats done by clang and GCC will be
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// disabled in order to support the extra formats provided by stb_sprintf.h.
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// #define IMGUI_USE_STB_SPRINTF
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//---- Use FreeType to build and rasterize the font atlas (instead of
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// stb_truetype which is embedded by default in Dear ImGui)
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// Requires FreeType headers to be available in the include path. Requires
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// program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this
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// repository) + the FreeType library (not provided). On Windows you may use
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// vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate
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// install'.
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// #define IMGUI_ENABLE_FREETYPE
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//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
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// Only works in combination with IMGUI_ENABLE_FREETYPE.
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// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It
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// will support more fonts and may load them faster. See misc/freetype/README
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// for instructions.
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// - Both require headers to be available in the include path + program to be
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// linked with the library code (not provided).
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// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is
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// licensed under CeCILL-C Free Software License Agreement)
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// #define IMGUI_ENABLE_FREETYPE_PLUTOSVG
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// #define IMGUI_ENABLE_FREETYPE_LUNASVG
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//---- Use stb_truetype to build and rasterize the font atlas (default)
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// The only purpose of this define is if you want force compilation of the
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// stb_truetype backend ALONG with the FreeType backend.
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// #define IMGUI_ENABLE_STB_TRUETYPE
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//---- Define constructor and implicit cast operators to convert back<>forth
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// 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 \
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constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator
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MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- ...Or use Dear ImGui's own very basic math operators.
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// #define IMGUI_DEFINE_MATH_OPERATORS
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large
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// meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends
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// support both 16/32-bit indices). Another way to allow large meshes while
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// keeping 16-bit 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 backends
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// accordingly) struct ImDrawList; struct ImDrawCmd; typedef void
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// (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void*
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// my_renderer_user_data); #define ImDrawCallback MyImDrawCallback
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//---- Debug Tools: Macro to break in Debugger (we provide a default
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// implementation of this in the codebase)
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// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break
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// into them for easy debugging.)
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// #define IM_DEBUG_BREAK IM_ASSERT(0)
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// #define IM_DEBUG_BREAK __debugbreak()
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//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When
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// io.ConfigDebugHighlightIdConflicts is set.
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// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
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// #define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
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//---- Debug Tools: Enable slower asserts
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// #define IMGUI_DEBUG_PARANOID
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//---- Tip: You can add extra functions within the ImGui:: namespace from
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// anywhere (e.g. your own sources/header files)
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/*
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namespace ImGui
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{
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void MyFunction(const char* name, MyMatrix44* mtx);
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}
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*/
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