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https://github.com/kevinporetti/UnrealImGui.git
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44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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// We build ImGui source code as part of this module. This is for convenience (no need to manually build libraries for
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// different target platforms) but it also exposes the whole ImGui source for inspection, which can be pretty handy.
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// Source files are included from Third Party directory, so we can wrap them in required by Unreal Build System headers
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// without modifications in ImGui source code.
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//
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// We don't need to define IMGUI_API manually because it is already done for this module.
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#if PLATFORM_XBOXONE
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// Disable Win32 functions used in ImGui and not supported on XBox.
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#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
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#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
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#endif // PLATFORM_XBOXONE
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#if PLATFORM_WINDOWS
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#include <AllowWindowsPlatformTypes.h>
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#endif // PLATFORM_WINDOWS
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#include "imgui.cpp"
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#include "imgui_demo.cpp"
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#include "imgui_draw.cpp"
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#if PLATFORM_WINDOWS
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#include <HideWindowsPlatformTypes.h>
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#endif // PLATFORM_WINDOWS
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namespace ImGuiImplementation
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{
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// This is exposing ImGui default context for the whole module.
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// This is assuming that we don't define custom GImGui and therefore have GImDefaultContext defined in imgui.cpp.
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ImGuiContext& GetDefaultContext()
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{
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return GImDefaultContext;
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}
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void SaveCurrentContextIniSettings(const char* Filename)
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{
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SaveIniSettingsToDisk(Filename);
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}
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} |