// Distributed under the MIT License (MIT) (see accompanying LICENSE file) #include "ImGuiPrivatePCH.h" // We build ImGui source code as part of this module. This is for convenience (no need to manually build libraries for // different target platforms) but it also exposes the whole ImGui source for inspection, which can be pretty handy. // Source files are included from Third Party directory, so we can wrap them in required by Unreal Build System headers // without modifications in ImGui source code. // // We don't need to define IMGUI_API manually because it is already done for this module. #if PLATFORM_XBOXONE // Disable Win32 functions used in ImGui and not supported on XBox. #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #endif // PLATFORM_XBOXONE #if WITH_EDITOR // Global ImGui context pointer. ImGuiContext* GImGuiContextPtr = nullptr; // Handle to the global ImGui context pointer. ImGuiContext** GImGuiContextPtrHandle = &GImGuiContextPtr; // Get the global ImGui context pointer (GImGui) indirectly to allow redirections in obsolete modules. #define GImGui (*GImGuiContextPtrHandle) #endif // WITH_EDITOR #if PLATFORM_WINDOWS #include #endif // PLATFORM_WINDOWS #include "imgui.cpp" #include "imgui_demo.cpp" #include "imgui_draw.cpp" #include "imgui_widgets.cpp" #include "misc/stl/imgui_stl.cpp" #if PLATFORM_WINDOWS #include #endif // PLATFORM_WINDOWS #include "ImGuiInteroperability.h" namespace ImGuiImplementation { #if WITH_EDITOR ImGuiContext** GetImGuiContextHandle() { return GImGuiContextPtrHandle; } void SetImGuiContextHandle(ImGuiContext** Handle) { GImGuiContextPtrHandle = Handle; } #endif // WITH_EDITOR }