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dolphin/Externals/imgui/imconfig.h
2025-08-17 17:21:05 -07:00

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12 KiB
C++

//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// 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 Dear ImGui, or
// maintain a patch/rebased branch with your modifications to it) B) or '#define
// IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add
// directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// 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. Defining those options in
// imconfig.h will ensure every compilation unit gets to see the same data
// structure layouts. Call IMGUI_CHECKVERSION() from your .cpp file to verify
// that the data structures your files are using are matching the ones imgui.cpp
// is using.
//-----------------------------------------------------------------------------
#pragma once
#include "Common/Assert.h"
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. }
// while (0)' block so it can be used as a single statement.
#define IM_ASSERT(_EXPR) ASSERT(_EXPR)
// #define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- 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.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries!
// You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory
// Allocators" section of imgui.cpp for more details.
// #define IMGUI_API __declspec(dllexport) // MSVC Windows:
// DLL export #define IMGUI_API __declspec(dllimport) // MSVC
// Windows: DLL import #define IMGUI_API __attribute__((visibility("default")))
// // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from
// time to time after updating to clean your code of obsolete function/names.
// #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug
// tool during development. They are extremely useful in day to day work. Please
// read comments in imgui_demo.cpp.
// #define IMGUI_DISABLE // Disable
// everything: all headers and source files will be empty.
#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows:
// ShowDemoWindow()/ShowStyleEditor() will be
// empty.
// #define IMGUI_DISABLE_DEBUG_TOOLS // Disable
// metrics/debugger and other debug tools: ShowMetricsWindow(),
// ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- 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. (user32.lib/.a,
// kernel32.lib/.a) #define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS //
// [Win32] [Default with Visual Studio] Implement default IME handler (require
// imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
// #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default
// with non-Visual Studio compilers] Don't implement default IME handler (won't
// require imm32.lib/.a) #define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't
// use and link with any Win32 function (clipboard, IME). #define
// IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default
// OSX clipboard handler (need to link with '-framework ApplicationServices',
// this is why this is not the default). #define
// IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default
// platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require
// shell32.lib/.a, Mac/Linux: use system("")). #define
// IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement
// ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if
// you don't want to link with vsnprintf) #define
// IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement
// ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement
// them yourself. #define IMGUI_DISABLE_FILE_FUNCTIONS //
// Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and
// ImFileHandle at all (replace them with dummies) #define
// IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement
// ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can
// implement them yourself if you don't want to link with
// fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
// #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(). #define
// IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded
// font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault()
// will assert. #define IMGUI_DISABLE_SSE //
// Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
// #define IMGUI_ENABLE_TEST_ENGINE // Enable
// imgui_test_engine hooks. Generally set automatically by include
// "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h
// and have extra stuff included.
// #define IMGUI_INCLUDE_IMGUI_USER_H
// #define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from
// one to another). Need dedicated backend support. #define
// IMGUI_USE_BGRA_PACKED_COLOR
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve
// old .ini data that you cannot afford to invalidate. #define
// IMGUI_USE_LEGACY_CRC32_ADLER
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes
// 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes,
// ancient languages, etc...) #define IMGUI_USE_WCHAR32
//---- 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 Dear ImGui sources 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_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only
// used if IMGUI_USE_STB_SPRINTF is defined. #define
// IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define
// IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define
// IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled
// if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the
// one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be
// disabled in order to support the extra formats provided by stb_sprintf.h.
// #define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of
// stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires
// program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this
// repository) + the FreeType library (not provided). On Windows you may use
// vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate
// install'.
// #define IMGUI_ENABLE_FREETYPE
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It
// will support more fonts and may load them faster. See misc/freetype/README
// for instructions.
// - Both require headers to be available in the include path + program to be
// linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is
// licensed under CeCILL-C Free Software License Agreement)
// #define IMGUI_ENABLE_FREETYPE_PLUTOSVG
// #define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the
// stb_truetype backend ALONG with the FreeType backend.
// #define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth
// between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator
MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr 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); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
// #define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large
// meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends
// support both 16/32-bit indices). Another way to allow large meshes while
// keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
// #define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends
// accordingly) struct ImDrawList; struct ImDrawCmd; typedef void
// (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void*
// my_renderer_user_data); #define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default
// implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break
// into them for easy debugging.)
// #define IM_DEBUG_BREAK IM_ASSERT(0)
// #define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When
// io.ConfigDebugHighlightIdConflicts is set.
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
// #define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
//---- Debug Tools: Enable slower asserts
// #define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from
// anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/