|
14 | 14 |
|
15 | 15 | #pragma once
|
16 | 16 |
|
| 17 | +#define ImTextureID void* |
| 18 | + |
17 | 19 | //---- Define assertion handler. Defaults to calling assert().
|
18 | 20 | // 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.
|
19 | 21 | //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
|
23 | 25 | // 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.
|
24 | 26 | // - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
25 | 27 | // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
26 |
| -//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export |
| 28 | +#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export |
27 | 29 | //#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
28 | 30 | //#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
29 | 31 |
|
|
109 | 111 | constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
110 | 112 | operator MyVec4() const { return MyVec4(x,y,z,w); }
|
111 | 113 | */
|
| 114 | +#define IM_VEC2_CLASS_EXTRA \ |
| 115 | + constexpr ImVec2(float val) : x(val), y(val) {} |
| 116 | + |
112 | 117 | //---- ...Or use Dear ImGui's own very basic math operators.
|
113 |
| -//#define IMGUI_DEFINE_MATH_OPERATORS |
| 118 | +#define IMGUI_DEFINE_MATH_OPERATORS |
114 | 119 |
|
115 | 120 | //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
116 | 121 | // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
|
0 commit comments