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Comments/fixes about using IMGUI_DEFINE_MATH_OPERATORS in imconfig.h (#9524)
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@@ -114,8 +114,11 @@
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constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- ...Or use Dear ImGui's own very basic math operators.
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//---- ...Or use Dear ImGui's own basic math operators in every file including imgui.h:
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//#ifndef IMGUI_DEFINE_MATH_OPERATORS
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//#define IMGUI_DEFINE_MATH_OPERATORS
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//#endif
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//---- ...Or manually '#define IMGUI_DEFINE_MATH_OPERATORS' before '#include "imgui.h"' to use from one file.
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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@@ -1,14 +1,14 @@
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// dear imgui: single-file wrapper include
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// We use this to validate compiling all *.cpp files in a same compilation unit.
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// Users of that technique (also called "Unity builds") can generally provide this themselves,
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// so we don't really recommend you use this in your projects.
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// Users of that technique (also called "Unity builds") can generally provide this themselves easily.
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// Do this:
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// #define IMGUI_IMPLEMENTATION
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// Before you include this file in *one* C++ file to create the implementation.
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// #include "imgui_single_file.h"
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// In *one* C++ file to create the implementation.
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// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.
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#ifdef IMGUI_IMPLEMENTATION
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#if defined(IMGUI_IMPLEMENTATION) && !defined(IMGUI_DEFINE_MATH_OPERATORS)
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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