UnrealImGui/Source/ImGui/Private/ImGuiPrivatePCH.h
Sebastian 09572a8ef9 Refactorization of ImGui settings:
- Divided ImGui settings into UImGuiSettings persistent object and FImGuiModuleSettings proxy that provides interface for other classes and handles delayed loading of UImGuiSettings.
- Removed from FImGuiModuleProperties and FImGuiModuleCommands direct dependencies on UImGuiSettings.
- Simplified FImGuiModuleProperties making it more robust when moving data after hot-reloading.
- Inverted binding logic by injecting FImGuiModuleProperties and FImGuiModuleCommands into FImGuiModuleSettings and letting it take care of synchronization. Dependencies are setup by module manager.
- Added to module manager FImGuiModuleSettings and interface to access it.
- Cleaned interface of FImGuiInputHandlerFactory and removed direct dependency on settings.
2018-12-08 21:03:18 +00:00

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
// Module-wide macros
#include "VersionCompatibility.h"
#include "ImGuiModuleDebug.h"
// Module
#include "ImGuiModule.h"
// Engine
#include <Core.h>
#include <Engine.h>
// For backward compatibility we will use FStringClassReference which in newer engine versions is a typedef for
// FSoftClassPath. Include right soft class reference header to avoid warnings in newer engine version.
#if ENGINE_COMPATIBILITY_LEGACY_STRING_CLASS_REF
#include <StringClassReference.h>
#else
#include <UObject/SoftObjectPath.h>
#endif
// You should place include statements to your module's private header files here. You only need to
// add includes for headers that are used in most of your module's source files though.