shadPS4/src/imgui/imgui_config.h
Vinicius Rangel 56a6c95730
Render without rendering (#2152)
* presenter: render the game inside a ImGui window

* presenter: render the previous frame to keep the render rendering

* swapchain: fix swapchain image view format not being converted to unorm

* devtools: fix frame graph timing
2025-01-16 21:27:23 +02:00

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
// WARNING: All includes from this file must be relative to allow Dear_ImGui project to compile
// without having this project include paths.
#include <cstdint>
extern void assert_fail_debug_msg(const char* msg);
#define ImDrawIdx std::uint32_t
#define IM_STRINGIZE(x) IM_STRINGIZE2(x)
#define IM_STRINGIZE2(x) #x
#define IM_ASSERT(_EXPR) \
([&]() { \
if (!(_EXPR)) [[unlikely]] { \
assert_fail_debug_msg(#_EXPR " at " __FILE__ ":" IM_STRINGIZE(__LINE__)); \
} \
}())
#define IMGUI_ENABLE_STB_TRUETYPE
#define IMGUI_DEFINE_MATH_OPERATORS
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(float _v) : x(_v), y(_v) {}
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(float _v) : x(_v), y(_v), z(_v), w(_v) {}
namespace ImGui {
struct Texture;
}
#define ImTextureID ImTextureID
using ImTextureID = ::ImGui::Texture*;
#ifdef IMGUI_USE_WCHAR32
#error "This project uses 16 bits wchar standard like Orbis"
#endif