//----------------------------------------------------------------------------- // USER IMPLEMENTATION // This file contains compile-time options for ImGui. // Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO(). //----------------------------------------------------------------------------- #pragma once // Add this to your imconfig.h #include #include #define IM_VEC2_CLASS_EXTRA \ template \ ImVec2(const sf::Vector2& v) { \ x = static_cast(v.x); \ y = static_cast(v.y); \ } \ \ template \ operator sf::Vector2() const { \ return sf::Vector2(x, y); \ } #define IM_VEC4_CLASS_EXTRA \ ImVec4(const sf::Color & c) \ : ImVec4(c.r / 255.f, c.g / 255.f, c.b / 255.f, c.a / 255.f) { \ } \ operator sf::Color() const { \ return sf::Color( \ static_cast(x * 255.f), \ static_cast(y * 255.f), \ static_cast(z * 255.f), \ static_cast(w * 255.f)); \ } //---- Define assertion handler. Defaults to calling assert(). //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) //---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Include imgui_user.h at the end of imgui.h //#define IMGUI_INCLUDE_IMGUI_USER_H //---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions) //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) //---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why. //#define IMGUI_DISABLE_DEMO_WINDOWS //---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself. //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS //---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends) //#define IMGUI_USE_BGRA_PACKED_COLOR //---- Implement STB libraries in a namespace to avoid linkage conflicts //#define IMGUI_STB_NAMESPACE ImGuiStb //---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4. /* #define IM_VEC2_CLASS_EXTRA \ ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ operator MyVec2() const { return MyVec2(x,y); } #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); } */ //---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices //#define ImDrawIdx unsigned int //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. //---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers. /* namespace ImGui { void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL); } */