1 // dear imgui, v1.67
2 // (headers)
3
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8
9 /*
10
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // ImVector<>
17 // ImGuiStyle
18 // ImGuiIO
19 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20 // Obsolete functions
21 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24
25 */
26
27 #pragma once
28
29 // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30 #ifdef IMGUI_USER_CONFIG
31 #include IMGUI_USER_CONFIG
32 #endif
33 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34 #include "imconfig.h"
35 #endif
36
37 //-----------------------------------------------------------------------------
38 // Header mess
39 //-----------------------------------------------------------------------------
40
41 #include <float.h> // FLT_MAX
42 #include <stdarg.h> // va_list
43 #include <stddef.h> // ptrdiff_t, NULL
44 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45
46 // Version
47 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48 #define IMGUI_VERSION "1.67"
49 #define IMGUI_VERSION_NUM 16603
50 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51
52 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54 #ifndef IMGUI_API
55 #define IMGUI_API
56 #endif
57 #ifndef IMGUI_IMPL_API
58 #define IMGUI_IMPL_API IMGUI_API
59 #endif
60
61 // Helper Macros
62 #ifndef IM_ASSERT
63 #include <assert.h>
64 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
65 #endif
66 #if defined(__clang__) || defined(__GNUC__)
67 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
69 #else
70 #define IM_FMTARGS(FMT)
71 #define IM_FMTLIST(FMT)
72 #endif
73 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
74 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75
76 // Warnings
77 #if defined(__clang__)
78 #pragma clang diagnostic push
79 #pragma clang diagnostic ignored "-Wold-style-cast"
80 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
81 #elif defined(__GNUC__) && __GNUC__ >= 8
82 #pragma GCC diagnostic push
83 #pragma GCC diagnostic ignored "-Wclass-memaccess"
84 #endif
85
86 //-----------------------------------------------------------------------------
87 // Forward declarations and basic types
88 //-----------------------------------------------------------------------------
89
90 struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
91 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
92 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
93 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
94 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
95 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
96 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
97 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
98 struct ImFontConfig; // Configuration data when adding a font or merging fonts
99 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
100 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
101 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
102 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
103 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
104 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
105 struct ImGuiListClipper; // Helper to manually clip large list of items
106 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
107 struct ImGuiPayload; // User data payload for drag and drop operations
108 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
109 struct ImGuiStorage; // Helper for key->value storage
110 struct ImGuiStyle; // Runtime data for styling/colors
111 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
112 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
113
114 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
115 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
116 #ifndef ImTextureID
117 typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
118 #endif
119 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
120 typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
121 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
122 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
123 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
124 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
125 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
126 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
127 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
128 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
129 typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
130 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
131 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
132 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
133 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
134 typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
135 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
136 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
137 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
138 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
139 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
140 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
141 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
142 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
143 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
144 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
145 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
146 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
147 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
148
149 // Scalar data types
150 typedef signed int ImS32; // 32-bit signed integer == int
151 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
152 #if defined(_MSC_VER) && !defined(__clang__)
153 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
154 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
155 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
156 #include <stdint.h>
157 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
158 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
159 #else
160 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
161 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
162 #endif
163
164 // 2D vector (often used to store positions, sizes, etc.)
165 struct ImVec2
166 {
167 float x, y;
ImVec2ImVec2168 ImVec2() { x = y = 0.0f; }
ImVec2ImVec2169 ImVec2(float _x, float _y) { x = _x; y = _y; }
170 float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
171 #ifdef IM_VEC2_CLASS_EXTRA
172 IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
173 #endif
174 };
175
176 // 4D vector (often used to store floating-point colors)
177 struct ImVec4
178 {
179 float x, y, z, w;
ImVec4ImVec4180 ImVec4() { x = y = z = w = 0.0f; }
ImVec4ImVec4181 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
182 #ifdef IM_VEC4_CLASS_EXTRA
183 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
184 #endif
185 };
186
187 //-----------------------------------------------------------------------------
188 // ImGui: Dear ImGui end-user API
189 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
190 //-----------------------------------------------------------------------------
191
192 namespace ImGui
193 {
194 // Context creation and access
195 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
196 // All those functions are not reliant on the current context.
197 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
198 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
199 IMGUI_API ImGuiContext* GetCurrentContext();
200 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
201 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);
202
203 // Main
204 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
205 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
206 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
207 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
208 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
209 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
210
211 // Demo, Debug, Information
212 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
213 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
214 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
215 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
216 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
217 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
218 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
219 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
220
221 // Styles
222 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
223 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
224 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
225
226 // Windows
227 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
228 // - You may append multiple times to the same window during the same frame.
229 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
230 // which clicking will set the boolean to false when clicked.
231 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
232 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
233 // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
234 // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
235 // - Note that the bottom of window stack always contains a window called "Debug".
236 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
237 IMGUI_API void End();
238
239 // Child Windows
240 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
241 // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
242 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
243 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
244 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
245 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
246 IMGUI_API void EndChild();
247
248 // Windows Utilities
249 // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
250 IMGUI_API bool IsWindowAppearing();
251 IMGUI_API bool IsWindowCollapsed();
252 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
253 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
254 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
255 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
256 IMGUI_API ImVec2 GetWindowSize(); // get current window size
257 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
258 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
259 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
260 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
261 IMGUI_API float GetContentRegionAvailWidth(); //
262 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
263 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
264 IMGUI_API float GetWindowContentRegionWidth(); //
265
266 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
267 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
268 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
269 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
270 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
271 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
272 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
273 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
274 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
275 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
276 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
277 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
278 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
279 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
280 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
281 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
282
283 // Windows Scrolling
284 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
285 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
286 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
287 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
288 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
289 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
290 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
291 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
292
293 // Parameters stacks (shared)
294 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
295 IMGUI_API void PopFont();
296 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
297 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
298 IMGUI_API void PopStyleColor(int count = 1);
299 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
300 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
301 IMGUI_API void PopStyleVar(int count = 1);
302 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
303 IMGUI_API ImFont* GetFont(); // get current font
304 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
305 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
306 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
307 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
308 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
309
310 // Parameters stacks (current window)
311 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
312 IMGUI_API void PopItemWidth();
313 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
314 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
315 IMGUI_API void PopTextWrapPos();
316 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
317 IMGUI_API void PopAllowKeyboardFocus();
318 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
319 IMGUI_API void PopButtonRepeat();
320
321 // Cursor / Layout
322 // - By "cursor" we mean the current output position.
323 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
324 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
325 IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
326 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
327 IMGUI_API void Spacing(); // add vertical spacing.
328 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
329 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
330 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
331 IMGUI_API void BeginGroup(); // lock horizontal starting position
332 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
333 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
334 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
335 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
336 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
337 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
338 IMGUI_API void SetCursorPosY(float local_y); //
339 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
340 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
341 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
342 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
343 IMGUI_API float GetTextLineHeight(); // ~ FontSize
344 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
345 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
346 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
347
348 // ID stack/scopes
349 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
350 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
351 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
352 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
353 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
354 IMGUI_API void PushID(const char* str_id); // push string identifier into the ID stack. IDs == hash of the entire stack!
355 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
356 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack.
357 IMGUI_API void PushID(int int_id); // push integer into the ID stack.
358 IMGUI_API void PopID(); // pop from the ID stack.
359 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
360 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
361 IMGUI_API ImGuiID GetID(const void* ptr_id);
362
363 // Widgets: Text
364 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
365 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
366 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
367 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
368 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
369 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
370 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
371 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
372 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
373 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
374 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
375 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
376 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
377
378 // Widgets: Main
379 // - Most widgets return true when the value has been changed or when pressed/selected
380 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
381 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
382 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
383 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
384 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
385 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
386 IMGUI_API bool Checkbox(const char* label, bool* v);
387 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
388 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
389 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
390 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
391 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
392
393 // Widgets: Combo Box
394 // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
395 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
396 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
397 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
398 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
399 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
400 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
401
402 // Widgets: Drags
403 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
404 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
405 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
406 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
407 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
408 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
409 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
410 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
411 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
412 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
413 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
414 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
415 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
416 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
417 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
418 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
419
420 // Widgets: Sliders
421 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
422 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
423 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
424 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
425 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
426 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
427 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg");
428 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
429 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
430 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
431 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
432 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
433 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
434 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
435 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
436 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
437
438 // Widgets: Input with Keyboard
439 // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
440 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
441 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
442 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
443 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
444 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
445 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
446 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
447 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
448 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
449 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
450 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
451 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
452 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
453 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
454
455 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
456 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
457 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
458 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
459 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
460 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
461 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
462 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
463
464 // Widgets: Trees
465 // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
466 IMGUI_API bool TreeNode(const char* label);
467 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
468 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
469 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
470 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
471 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
472 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
473 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
474 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
475 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
476 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
477 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
478 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
479 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
480 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
481 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
482 IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
483 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
484
485 // Widgets: Selectables
486 // - A selectable highlights when hovered, and can display another color when selected.
487 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
488 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
489 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
490
491 // Widgets: List Boxes
492 // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
493 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
494 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
495 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
496 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
497 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
498
499 // Widgets: Data Plotting
500 IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
501 IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
502 IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
503 IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
504
505 // Widgets: Value() Helpers.
506 // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
507 IMGUI_API void Value(const char* prefix, bool b);
508 IMGUI_API void Value(const char* prefix, int v);
509 IMGUI_API void Value(const char* prefix, unsigned int v);
510 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
511
512 // Widgets: Menus
513 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
514 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
515 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
516 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
517 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
518 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
519 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
520 IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
521
522 // Tooltips
523 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
524 IMGUI_API void EndTooltip();
525 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
526 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
527
528 // Popups, Modals
529 // The properties of popups windows are:
530 // - They block normal mouse hovering detection outside them. (*)
531 // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
532 // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
533 // User can manipulate the visibility state by calling OpenPopup().
534 // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
535 // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
536 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
537 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
538 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
539 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
540 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
541 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
542 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
543 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
544 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
545 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
546
547 // Columns
548 // - You can also use SameLine(pos_x) to mimic simplified columns.
549 // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
550 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
551 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
552 IMGUI_API int GetColumnIndex(); // get current column index
553 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
554 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
555 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
556 IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
557 IMGUI_API int GetColumnsCount();
558
559 // Tab Bars, Tabs
560 // [BETA API] API may evolve!
561 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
562 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
563 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
564 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
565 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
566
567 // Logging/Capture
568 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
569 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
570 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
571 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
572 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
573 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
574 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
575
576 // Drag and Drop
577 // [BETA API] API may evolve!
578 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
579 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
580 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
581 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
582 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
583 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
584 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
585
586 // Clipping
587 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
588 IMGUI_API void PopClipRect();
589
590 // Focus, Activation
591 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
592 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
593 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
594
595 // Item/Widgets Utilities
596 // - Most of the functions are referring to the last/previous item we submitted.
597 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
598 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
599 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
600 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
601 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
602 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
603 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
604 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
605 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
606 IMGUI_API bool IsAnyItemHovered();
607 IMGUI_API bool IsAnyItemActive();
608 IMGUI_API bool IsAnyItemFocused();
609 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
610 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
611 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
612 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
613
614 // Miscellaneous Utilities
615 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
616 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
617 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
618 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
619 IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
620 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
621 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
622 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
623 IMGUI_API ImGuiStorage* GetStateStorage();
624 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
625 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
626 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
627 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
628
629 // Color Utilities
630 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
631 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
632 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
633 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
634
635 // Inputs Utilities
636 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
637 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
638 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
639 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
640 IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
641 IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
642 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
643 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
644 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
645 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
646 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
647 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
648 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
649 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
650 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
651 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
652 IMGUI_API void ResetMouseDragDelta(int button = 0); //
653 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
654 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
655 IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
656 IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
657
658 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
659 IMGUI_API const char* GetClipboardText();
660 IMGUI_API void SetClipboardText(const char* text);
661
662 // Settings/.Ini Utilities
663 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
664 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
665 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
666 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
667 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
668 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
669
670 // Memory Utilities
671 // - All those functions are not reliant on the current context.
672 // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
673 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
674 IMGUI_API void* MemAlloc(size_t size);
675 IMGUI_API void MemFree(void* ptr);
676
677 } // namespace ImGui
678
679 //-----------------------------------------------------------------------------
680 // Flags & Enumerations
681 //-----------------------------------------------------------------------------
682
683 // Flags for ImGui::Begin()
684 enum ImGuiWindowFlags_
685 {
686 ImGuiWindowFlags_None = 0,
687 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
688 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
689 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
690 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
691 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
692 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
693 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
694 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
695 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
696 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
697 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
698 ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
699 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
700 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
701 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
702 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
703 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
704 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
705 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
706 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
707 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
708 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
709 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
710
711 // [Internal]
712 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
713 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
714 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
715 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
716 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
717 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
718
719 // [Obsolete]
720 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
721 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
722 };
723
724 // Flags for ImGui::InputText()
725 enum ImGuiInputTextFlags_
726 {
727 ImGuiInputTextFlags_None = 0,
728 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
729 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
730 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
731 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
732 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
733 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
734 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
735 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
736 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
737 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
738 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
739 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
740 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
741 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
742 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
743 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
744 ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
745 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
746 ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
747 // [Internal]
748 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
749 };
750
751 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
752 enum ImGuiTreeNodeFlags_
753 {
754 ImGuiTreeNodeFlags_None = 0,
755 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
756 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
757 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
758 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
759 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
760 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
761 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
762 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
763 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
764 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
765 ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
766 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
767 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
768 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
769 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
770
771 // Obsolete names (will be removed)
772 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
773 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
774 #endif
775 };
776
777 // Flags for ImGui::Selectable()
778 enum ImGuiSelectableFlags_
779 {
780 ImGuiSelectableFlags_None = 0,
781 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
782 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
783 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
784 ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
785 };
786
787 // Flags for ImGui::BeginCombo()
788 enum ImGuiComboFlags_
789 {
790 ImGuiComboFlags_None = 0,
791 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
792 ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
793 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
794 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
795 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
796 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
797 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
798 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
799 };
800
801 // Flags for ImGui::BeginTabBar()
802 enum ImGuiTabBarFlags_
803 {
804 ImGuiTabBarFlags_None = 0,
805 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
806 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
807 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
808 ImGuiTabBarFlags_NoTabListPopupButton = 1 << 3,
809 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
810 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
811 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
812 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
813 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
814 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
815 };
816
817 // Flags for ImGui::BeginTabItem()
818 enum ImGuiTabItemFlags_
819 {
820 ImGuiTabItemFlags_None = 0,
821 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
822 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
823 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
824 ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
825 };
826
827 // Flags for ImGui::IsWindowFocused()
828 enum ImGuiFocusedFlags_
829 {
830 ImGuiFocusedFlags_None = 0,
831 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
832 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
833 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
834 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
835 };
836
837 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
838 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
839 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
840 enum ImGuiHoveredFlags_
841 {
842 ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
843 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
844 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
845 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
846 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
847 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
848 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
849 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
850 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
851 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
852 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
853 };
854
855 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
856 enum ImGuiDragDropFlags_
857 {
858 ImGuiDragDropFlags_None = 0,
859 // BeginDragDropSource() flags
860 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
861 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
862 ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
863 ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
864 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
865 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
866 // AcceptDragDropPayload() flags
867 ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
868 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
869 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
870 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
871 };
872
873 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
874 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
875 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
876
877 // A primary data type
878 enum ImGuiDataType_
879 {
880 ImGuiDataType_S32, // int
881 ImGuiDataType_U32, // unsigned int
882 ImGuiDataType_S64, // long long, __int64
883 ImGuiDataType_U64, // unsigned long long, unsigned __int64
884 ImGuiDataType_Float, // float
885 ImGuiDataType_Double, // double
886 ImGuiDataType_COUNT
887 };
888
889 // A cardinal direction
890 enum ImGuiDir_
891 {
892 ImGuiDir_None = -1,
893 ImGuiDir_Left = 0,
894 ImGuiDir_Right = 1,
895 ImGuiDir_Up = 2,
896 ImGuiDir_Down = 3,
897 ImGuiDir_COUNT
898 };
899
900 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
901 enum ImGuiKey_
902 {
903 ImGuiKey_Tab,
904 ImGuiKey_LeftArrow,
905 ImGuiKey_RightArrow,
906 ImGuiKey_UpArrow,
907 ImGuiKey_DownArrow,
908 ImGuiKey_PageUp,
909 ImGuiKey_PageDown,
910 ImGuiKey_Home,
911 ImGuiKey_End,
912 ImGuiKey_Insert,
913 ImGuiKey_Delete,
914 ImGuiKey_Backspace,
915 ImGuiKey_Space,
916 ImGuiKey_Enter,
917 ImGuiKey_Escape,
918 ImGuiKey_A, // for text edit CTRL+A: select all
919 ImGuiKey_C, // for text edit CTRL+C: copy
920 ImGuiKey_V, // for text edit CTRL+V: paste
921 ImGuiKey_X, // for text edit CTRL+X: cut
922 ImGuiKey_Y, // for text edit CTRL+Y: redo
923 ImGuiKey_Z, // for text edit CTRL+Z: undo
924 ImGuiKey_COUNT
925 };
926
927 // Gamepad/Keyboard directional navigation
928 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
929 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
930 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
931 enum ImGuiNavInput_
932 {
933 // Gamepad Mapping
934 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
935 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
936 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
937 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
938 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
939 ImGuiNavInput_DpadRight, //
940 ImGuiNavInput_DpadUp, //
941 ImGuiNavInput_DpadDown, //
942 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
943 ImGuiNavInput_LStickRight, //
944 ImGuiNavInput_LStickUp, //
945 ImGuiNavInput_LStickDown, //
946 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
947 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
948 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
949 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
950
951 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
952 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
953 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
954 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
955 ImGuiNavInput_KeyRight_, // move right
956 ImGuiNavInput_KeyUp_, // move up
957 ImGuiNavInput_KeyDown_, // move down
958 ImGuiNavInput_COUNT,
959 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
960 };
961
962 // Configuration flags stored in io.ConfigFlags. Set by user/application.
963 enum ImGuiConfigFlags_
964 {
965 ImGuiConfigFlags_None = 0,
966 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
967 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
968 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
969 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
970 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
971 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
972
973 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
974 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
975 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
976 };
977
978 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
979 enum ImGuiBackendFlags_
980 {
981 ImGuiBackendFlags_None = 0,
982 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
983 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
984 ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
985 };
986
987 // Enumeration for PushStyleColor() / PopStyleColor()
988 enum ImGuiCol_
989 {
990 ImGuiCol_Text,
991 ImGuiCol_TextDisabled,
992 ImGuiCol_WindowBg, // Background of normal windows
993 ImGuiCol_ChildBg, // Background of child windows
994 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
995 ImGuiCol_Border,
996 ImGuiCol_BorderShadow,
997 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
998 ImGuiCol_FrameBgHovered,
999 ImGuiCol_FrameBgActive,
1000 ImGuiCol_TitleBg,
1001 ImGuiCol_TitleBgActive,
1002 ImGuiCol_TitleBgCollapsed,
1003 ImGuiCol_MenuBarBg,
1004 ImGuiCol_ScrollbarBg,
1005 ImGuiCol_ScrollbarGrab,
1006 ImGuiCol_ScrollbarGrabHovered,
1007 ImGuiCol_ScrollbarGrabActive,
1008 ImGuiCol_CheckMark,
1009 ImGuiCol_SliderGrab,
1010 ImGuiCol_SliderGrabActive,
1011 ImGuiCol_Button,
1012 ImGuiCol_ButtonHovered,
1013 ImGuiCol_ButtonActive,
1014 ImGuiCol_Header,
1015 ImGuiCol_HeaderHovered,
1016 ImGuiCol_HeaderActive,
1017 ImGuiCol_Separator,
1018 ImGuiCol_SeparatorHovered,
1019 ImGuiCol_SeparatorActive,
1020 ImGuiCol_ResizeGrip,
1021 ImGuiCol_ResizeGripHovered,
1022 ImGuiCol_ResizeGripActive,
1023 ImGuiCol_Tab,
1024 ImGuiCol_TabHovered,
1025 ImGuiCol_TabActive,
1026 ImGuiCol_TabUnfocused,
1027 ImGuiCol_TabUnfocusedActive,
1028 ImGuiCol_PlotLines,
1029 ImGuiCol_PlotLinesHovered,
1030 ImGuiCol_PlotHistogram,
1031 ImGuiCol_PlotHistogramHovered,
1032 ImGuiCol_TextSelectedBg,
1033 ImGuiCol_DragDropTarget,
1034 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1035 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1036 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1037 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1038 ImGuiCol_COUNT
1039
1040 // Obsolete names (will be removed)
1041 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1042 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
1043 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1044 , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
1045 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1046 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1047 #endif
1048 };
1049
1050 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1051 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1052 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1053 enum ImGuiStyleVar_
1054 {
1055 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1056 ImGuiStyleVar_Alpha, // float Alpha
1057 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1058 ImGuiStyleVar_WindowRounding, // float WindowRounding
1059 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1060 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1061 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1062 ImGuiStyleVar_ChildRounding, // float ChildRounding
1063 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1064 ImGuiStyleVar_PopupRounding, // float PopupRounding
1065 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1066 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1067 ImGuiStyleVar_FrameRounding, // float FrameRounding
1068 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1069 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1070 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1071 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1072 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1073 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1074 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1075 ImGuiStyleVar_GrabRounding, // float GrabRounding
1076 ImGuiStyleVar_TabRounding, // float TabRounding
1077 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1078 ImGuiStyleVar_COUNT
1079
1080 // Obsolete names (will be removed)
1081 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1082 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1083 #endif
1084 };
1085
1086 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1087 enum ImGuiColorEditFlags_
1088 {
1089 ImGuiColorEditFlags_None = 0,
1090 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1091 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1092 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1093 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1094 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1095 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1096 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1097 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1098 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1099
1100 // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1101 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1102 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1103 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1104 ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1105 ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1106 ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
1107 ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
1108 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1109 ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1110 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1111 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1112
1113 // [Internal] Masks
1114 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1115 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1116 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1117 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
1118 };
1119
1120 // Enumeration for GetMouseCursor()
1121 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1122 enum ImGuiMouseCursor_
1123 {
1124 ImGuiMouseCursor_None = -1,
1125 ImGuiMouseCursor_Arrow = 0,
1126 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1127 ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
1128 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1129 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1130 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1131 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1132 ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
1133 ImGuiMouseCursor_COUNT
1134
1135 // Obsolete names (will be removed)
1136 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1137 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1138 #endif
1139 };
1140
1141 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1142 // Represent a condition.
1143 // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1144 enum ImGuiCond_
1145 {
1146 ImGuiCond_Always = 1 << 0, // Set the variable
1147 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1148 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1149 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1150
1151 // Obsolete names (will be removed)
1152 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1153 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1154 #endif
1155 };
1156
1157 //-----------------------------------------------------------------------------
1158 // Helper: ImVector<>
1159 // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
1160 // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1161 // Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
1162 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1163 // do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
1164 //-----------------------------------------------------------------------------
1165
1166 template<typename T>
1167 struct ImVector
1168 {
1169 int Size;
1170 int Capacity;
1171 T* Data;
1172
1173 // Provide standard typedefs but we don't use them ourselves.
1174 typedef T value_type;
1175 typedef value_type* iterator;
1176 typedef const value_type* const_iterator;
1177
1178 // Constructors, destructor
ImVectorImVector1179 inline ImVector() { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1180 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1181 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1182 inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1183
emptyImVector1184 inline bool empty() const { return Size == 0; }
sizeImVector1185 inline int size() const { return Size; }
size_in_bytesImVector1186 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
capacityImVector1187 inline int capacity() const { return Capacity; }
1188 inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1189 inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1190
clearImVector1191 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
beginImVector1192 inline T* begin() { return Data; }
beginImVector1193 inline const T* begin() const { return Data; }
endImVector1194 inline T* end() { return Data + Size; }
endImVector1195 inline const T* end() const { return Data + Size; }
frontImVector1196 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1197 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1198 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1199 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1200 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1201
_grow_capacityImVector1202 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1203 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1204 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
reserveImVector1205 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1206
1207 // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
push_backImVector1208 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1209 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1210 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1211 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
eraseImVector1212 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
erase_unsortedImVector1213 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
insertImVector1214 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
containsImVector1215 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
index_from_ptrImVector1216 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
1217 };
1218
1219 //-----------------------------------------------------------------------------
1220 // ImGuiStyle
1221 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1222 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1223 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1224 //-----------------------------------------------------------------------------
1225
1226 struct ImGuiStyle
1227 {
1228 float Alpha; // Global alpha applies to everything in ImGui.
1229 ImVec2 WindowPadding; // Padding within a window.
1230 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1231 float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1232 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1233 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1234 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1235 float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1236 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1237 float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1238 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1239 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1240 float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1241 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1242 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1243 ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1244 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1245 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1246 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1247 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1248 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1249 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1250 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1251 float TabBorderSize; // Thickness of border around tabs.
1252 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
1253 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1254 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1255 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1256 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1257 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1258 float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1259 ImVec4 Colors[ImGuiCol_COUNT];
1260
1261 IMGUI_API ImGuiStyle();
1262 IMGUI_API void ScaleAllSizes(float scale_factor);
1263 };
1264
1265 //-----------------------------------------------------------------------------
1266 // ImGuiIO
1267 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1268 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1269 //-----------------------------------------------------------------------------
1270
1271 struct ImGuiIO
1272 {
1273 //------------------------------------------------------------------
1274 // Configuration (fill once) // Default value
1275 //------------------------------------------------------------------
1276
1277 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1278 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1279 ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
1280 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1281 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1282 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1283 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1284 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1285 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1286 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1287 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1288 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1289 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1290 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1291
1292 ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
1293 float FontGlobalScale; // = 1.0f // Global scale all fonts
1294 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1295 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1296 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
1297 ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
1298 ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
1299
1300 // Miscellaneous configuration options
1301 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1302 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1303 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1304 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1305 bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1306
1307 //------------------------------------------------------------------
1308 // Platform Functions
1309 // (the imgui_impl_xxxx back-end files are setting those up for you)
1310 //------------------------------------------------------------------
1311
1312 // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1313 const char* BackendPlatformName; // = NULL
1314 const char* BackendRendererName; // = NULL
1315 void* BackendPlatformUserData; // = NULL
1316 void* BackendRendererUserData; // = NULL
1317 void* BackendLanguageUserData; // = NULL
1318
1319 // Optional: Access OS clipboard
1320 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1321 const char* (*GetClipboardTextFn)(void* user_data);
1322 void (*SetClipboardTextFn)(void* user_data, const char* text);
1323 void* ClipboardUserData;
1324
1325 // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
1326 // (default to use native imm32 api on Windows)
1327 void (*ImeSetInputScreenPosFn)(int x, int y);
1328 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1329
1330 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1331 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1332 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1333 void (*RenderDrawListsFn)(ImDrawData* data);
1334 #else
1335 // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1336 void* RenderDrawListsFnUnused;
1337 #endif
1338
1339 //------------------------------------------------------------------
1340 // Input - Fill before calling NewFrame()
1341 //------------------------------------------------------------------
1342
1343 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1344 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1345 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1346 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1347 bool KeyCtrl; // Keyboard modifier pressed: Control
1348 bool KeyShift; // Keyboard modifier pressed: Shift
1349 bool KeyAlt; // Keyboard modifier pressed: Alt
1350 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1351 bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1352 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1353
1354 // Functions
1355 IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
1356 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1357 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1358
1359 //------------------------------------------------------------------
1360 // Output - Retrieve after calling NewFrame()
1361 //------------------------------------------------------------------
1362
1363 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1364 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1365 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1366 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1367 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1368 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1369 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1370 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1371 int MetricsRenderVertices; // Vertices output during last call to Render()
1372 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1373 int MetricsRenderWindows; // Number of visible windows
1374 int MetricsActiveWindows; // Number of active windows
1375 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1376 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
1377
1378 //------------------------------------------------------------------
1379 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1380 //------------------------------------------------------------------
1381
1382 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1383 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1384 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1385 bool MouseClicked[5]; // Mouse button went from !Down to Down
1386 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1387 bool MouseReleased[5]; // Mouse button went from Down to !Down
1388 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1389 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1390 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1391 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1392 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1393 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1394 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1395 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1396 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1397 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1398
1399 IMGUI_API ImGuiIO();
1400 };
1401
1402 //-----------------------------------------------------------------------------
1403 // Misc data structures
1404 //-----------------------------------------------------------------------------
1405
1406 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1407 // The callback function should return 0 by default.
1408 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1409 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1410 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1411 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1412 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1413 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1414 struct ImGuiInputTextCallbackData
1415 {
1416 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1417 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1418 void* UserData; // What user passed to InputText() // Read-only
1419
1420 // Arguments for the different callback events
1421 // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
1422 // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
1423 ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
1424 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1425 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1426 int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
1427 int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
1428 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1429 int CursorPos; // // Read-write // [Completion,History,Always]
1430 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1431 int SelectionEnd; // // Read-write // [Completion,History,Always]
1432
1433 // Helper functions for text manipulation.
1434 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1435 IMGUI_API ImGuiInputTextCallbackData();
1436 IMGUI_API void DeleteChars(int pos, int bytes_count);
1437 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1438 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1439 };
1440
1441 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1442 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1443 struct ImGuiSizeCallbackData
1444 {
1445 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1446 ImVec2 Pos; // Read-only. Window position, for reference.
1447 ImVec2 CurrentSize; // Read-only. Current window size.
1448 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1449 };
1450
1451 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1452 struct ImGuiPayload
1453 {
1454 // Members
1455 void* Data; // Data (copied and owned by dear imgui)
1456 int DataSize; // Data size
1457
1458 // [Internal]
1459 ImGuiID SourceId; // Source item id
1460 ImGuiID SourceParentId; // Source parent id (if available)
1461 int DataFrameCount; // Data timestamp
1462 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1463 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1464 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1465
ImGuiPayloadImGuiPayload1466 ImGuiPayload() { Clear(); }
ClearImGuiPayload1467 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1468 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1469 bool IsPreview() const { return Preview; }
IsDeliveryImGuiPayload1470 bool IsDelivery() const { return Delivery; }
1471 };
1472
1473 //-----------------------------------------------------------------------------
1474 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1475 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1476 //-----------------------------------------------------------------------------
1477
1478 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1479 namespace ImGui
1480 {
1481 // OBSOLETED in 1.66 (from Sep 2018)
1482 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1483 // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1484 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1485 // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1486 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1487 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1488 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1489 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1490 // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1491 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1492 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1493 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
1494 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1495 static inline void ShowTestWindow() { return ShowDemoWindow(); }
IsRootWindowFocused()1496 static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1497 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1498 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1499 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1500 // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1501 IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
IsRootWindowOrAnyChildHovered()1502 static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
AlignFirstTextHeightToWidgets()1503 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1504 static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1505 // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
IsItemHoveredRect()1506 static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
IsPosHoveringAnyWindow(const ImVec2 &)1507 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
IsMouseHoveringAnyWindow()1508 static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
IsMouseHoveringWindow()1509 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1510 }
1511 typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1512 typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1513 #endif
1514
1515 //-----------------------------------------------------------------------------
1516 // Helpers
1517 //-----------------------------------------------------------------------------
1518
1519 // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1520 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1521 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1522 struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1523 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1524 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1525 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1526 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1527 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1528
1529 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1530 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1531 struct ImGuiOnceUponAFrame
1532 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1533 ImGuiOnceUponAFrame() { RefFrame = -1; }
1534 mutable int RefFrame;
1535 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1536 };
1537
1538 // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1539 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1540 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
1541 #endif
1542
1543 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1544 struct ImGuiTextFilter
1545 {
1546 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1547 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1548 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1549 IMGUI_API void Build();
ClearImGuiTextFilter1550 void Clear() { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1551 bool IsActive() const { return !Filters.empty(); }
1552
1553 // [Internal]
1554 struct TextRange
1555 {
1556 const char* b;
1557 const char* e;
1558
TextRangeImGuiTextFilter::TextRange1559 TextRange() { b = e = NULL; }
TextRangeImGuiTextFilter::TextRange1560 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
beginImGuiTextFilter::TextRange1561 const char* begin() const { return b; }
endImGuiTextFilter::TextRange1562 const char* end () const { return e; }
emptyImGuiTextFilter::TextRange1563 bool empty() const { return b == e; }
1564 IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1565 };
1566 char InputBuf[256];
1567 ImVector<TextRange> Filters;
1568 int CountGrep;
1569 };
1570
1571 // Helper: Growable text buffer for logging/accumulating text
1572 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1573 struct ImGuiTextBuffer
1574 {
1575 ImVector<char> Buf;
1576 static char EmptyString[1];
1577
ImGuiTextBufferImGuiTextBuffer1578 ImGuiTextBuffer() { }
1579 inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1580 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1581 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1582 int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1583 bool empty() { return Buf.Size <= 1; }
clearImGuiTextBuffer1584 void clear() { Buf.clear(); }
reserveImGuiTextBuffer1585 void reserve(int capacity) { Buf.reserve(capacity); }
c_strImGuiTextBuffer1586 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1587 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1588 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1589 };
1590
1591 // Helper: Key->Value storage
1592 // Typically you don't have to worry about this since a storage is held within each Window.
1593 // We use it to e.g. store collapse state for a tree (Int 0/1)
1594 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1595 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1596 // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
1597 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1598 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1599 struct ImGuiStorage
1600 {
1601 struct Pair
1602 {
1603 ImGuiID key;
1604 union { int val_i; float val_f; void* val_p; };
PairImGuiStorage::Pair1605 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
PairImGuiStorage::Pair1606 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
PairImGuiStorage::Pair1607 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1608 };
1609 ImVector<Pair> Data;
1610
1611 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1612 // - Set***() functions find pair, insertion on demand if missing.
1613 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1614 void Clear() { Data.clear(); }
1615 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1616 IMGUI_API void SetInt(ImGuiID key, int val);
1617 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1618 IMGUI_API void SetBool(ImGuiID key, bool val);
1619 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1620 IMGUI_API void SetFloat(ImGuiID key, float val);
1621 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1622 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1623
1624 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1625 // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
1626 // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
1627 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1628 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1629 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1630 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1631 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1632
1633 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1634 IMGUI_API void SetAllInt(int val);
1635
1636 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1637 IMGUI_API void BuildSortByKey();
1638 };
1639
1640 // Helper: Manually clip large list of items.
1641 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1642 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1643 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1644 // Usage:
1645 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1646 // while (clipper.Step())
1647 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1648 // ImGui::Text("line number %d", i);
1649 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1650 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1651 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1652 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1653 struct ImGuiListClipper
1654 {
1655 float StartPosY;
1656 float ItemsHeight;
1657 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1658
1659 // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1660 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1661 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1662 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1663 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1664
1665 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1666 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1667 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1668 };
1669
1670 // Helpers macros to generate 32-bits encoded colors
1671 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1672 #define IM_COL32_R_SHIFT 16
1673 #define IM_COL32_G_SHIFT 8
1674 #define IM_COL32_B_SHIFT 0
1675 #define IM_COL32_A_SHIFT 24
1676 #define IM_COL32_A_MASK 0xFF000000
1677 #else
1678 #define IM_COL32_R_SHIFT 0
1679 #define IM_COL32_G_SHIFT 8
1680 #define IM_COL32_B_SHIFT 16
1681 #define IM_COL32_A_SHIFT 24
1682 #define IM_COL32_A_MASK 0xFF000000
1683 #endif
1684 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
1685 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1686 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1687 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1688
1689 // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1690 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1691 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1692 // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
1693 struct ImColor
1694 {
1695 ImVec4 Value;
1696
ImColorImColor1697 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1698 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColorImColor1699 ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1700 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1701 ImColor(const ImVec4& col) { Value = col; }
ImU32ImColor1702 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1703 inline operator ImVec4() const { return Value; }
1704
1705 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1706 inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
1707 static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
1708 };
1709
1710 //-----------------------------------------------------------------------------
1711 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1712 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1713 //-----------------------------------------------------------------------------
1714
1715 // Draw callbacks for advanced uses.
1716 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1717 // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1718 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1719 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1720 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1721
1722 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1723 struct ImDrawCmd
1724 {
1725 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1726 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1727 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1728 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1729 void* UserCallbackData; // The draw callback code can access this.
1730
ImDrawCmdImDrawCmd1731 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1732 };
1733
1734 // Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1735 #ifndef ImDrawIdx
1736 typedef unsigned short ImDrawIdx;
1737 #endif
1738
1739 // Vertex layout
1740 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1741 struct ImDrawVert
1742 {
1743 ImVec2 pos;
1744 ImVec2 uv;
1745 ImU32 col;
1746 };
1747 #else
1748 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1749 // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
1750 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1751 // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
1752 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1753 #endif
1754
1755 // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1756 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1757 struct ImDrawChannel
1758 {
1759 ImVector<ImDrawCmd> CmdBuffer;
1760 ImVector<ImDrawIdx> IdxBuffer;
1761 };
1762
1763 enum ImDrawCornerFlags_
1764 {
1765 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1766 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1767 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1768 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1769 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1770 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1771 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1772 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1773 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1774 };
1775
1776 enum ImDrawListFlags_
1777 {
1778 ImDrawListFlags_None = 0,
1779 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1780 ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
1781 };
1782
1783 // Draw command list
1784 // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1785 // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1786 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1787 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1788 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
1789 struct ImDrawList
1790 {
1791 // This is what you have to render
1792 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1793 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1794 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1795 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1796
1797 // [Internal, used while building lists]
1798 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1799 const char* _OwnerName; // Pointer to owner window's name for debugging
1800 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1801 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1802 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1803 ImVector<ImVec4> _ClipRectStack; // [Internal]
1804 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1805 ImVector<ImVec2> _Path; // [Internal] current path building
1806 int _ChannelsCurrent; // [Internal] current channel number (0)
1807 int _ChannelsCount; // [Internal] number of active channels (1+)
1808 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1809
1810 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawListImDrawList1811 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1812 ~ImDrawList() { ClearFreeMemory(); }
1813 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1814 IMGUI_API void PushClipRectFullScreen();
1815 IMGUI_API void PopClipRect();
1816 IMGUI_API void PushTextureID(ImTextureID texture_id);
1817 IMGUI_API void PopTextureID();
GetClipRectMinImDrawList1818 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1819 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1820
1821 // Primitives
1822 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1823 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1824 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1825 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1826 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1827 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1828 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1829 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1830 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1831 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1832 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1833 IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
1834 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1835 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1836 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1837 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1838 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1839 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1840
1841 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1842 inline void PathClear() { _Path.Size = 0; }
PathLineToImDrawList1843 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1844 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1845 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
1846 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1847 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1848 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1849 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1850 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1851
1852 // Channels
1853 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1854 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1855 IMGUI_API void ChannelsSplit(int channels_count);
1856 IMGUI_API void ChannelsMerge();
1857 IMGUI_API void ChannelsSetCurrent(int channel_index);
1858
1859 // Advanced
1860 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1861 IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
1862 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1863
1864 // Internal helpers
1865 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1866 IMGUI_API void Clear();
1867 IMGUI_API void ClearFreeMemory();
1868 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1869 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1870 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1871 IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
PrimWriteVtxImDrawList1872 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1873 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1874 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1875 IMGUI_API void UpdateClipRect();
1876 IMGUI_API void UpdateTextureID();
1877 };
1878
1879 // All draw data to render an ImGui frame
1880 // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1881 struct ImDrawData
1882 {
1883 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1884 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1885 int CmdListsCount; // Number of ImDrawList* to render
1886 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1887 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1888 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1889 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1890
1891 // Functions
ImDrawDataImDrawData1892 ImDrawData() { Valid = false; Clear(); }
~ImDrawDataImDrawData1893 ~ImDrawData() { Clear(); }
ClearImDrawData1894 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1895 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1896 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1897 };
1898
1899 //-----------------------------------------------------------------------------
1900 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1901 //-----------------------------------------------------------------------------
1902
1903 struct ImFontConfig
1904 {
1905 void* FontData; // // TTF/OTF data
1906 int FontDataSize; // // TTF/OTF data size
1907 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1908 int FontNo; // 0 // Index of font within TTF/OTF file
1909 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1910 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1911 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1912 bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
1913 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1914 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1915 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1916 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1917 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1918 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
1919 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1920 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1921
1922 // [Internal]
1923 char Name[40]; // Name (strictly to ease debugging)
1924 ImFont* DstFont;
1925
1926 IMGUI_API ImFontConfig();
1927 };
1928
1929 struct ImFontGlyph
1930 {
1931 ImWchar Codepoint; // 0x0000..0xFFFF
1932 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1933 float X0, Y0, X1, Y1; // Glyph corners
1934 float U0, V0, U1, V1; // Texture coordinates
1935 };
1936
1937 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1938 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1939 struct ImFontGlyphRangesBuilder
1940 {
1941 ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1942
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder1943 ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / 32); memset(UsedChars.Data, 0, 0x10000 / 32); }
GetBitImFontGlyphRangesBuilder1944 bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
SetBitImFontGlyphRangesBuilder1945 void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
AddCharImFontGlyphRangesBuilder1946 void AddChar(ImWchar c) { SetBit(c); } // Add character
1947 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1948 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1949 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1950 };
1951
1952 enum ImFontAtlasFlags_
1953 {
1954 ImFontAtlasFlags_None = 0,
1955 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1956 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1957 };
1958
1959 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1960 // - One or more fonts.
1961 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
1962 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1963 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1964 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
1965 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1966 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1967 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1968 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1969 // Common pitfalls:
1970 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1971 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1972 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1973 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1974 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1975 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1976 struct ImFontAtlas
1977 {
1978 IMGUI_API ImFontAtlas();
1979 IMGUI_API ~ImFontAtlas();
1980 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1981 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1982 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1983 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
1984 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
1985 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
1986 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
1987 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1988 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1989 IMGUI_API void Clear(); // Clear all input and output.
1990
1991 // Build atlas, retrieve pixel data.
1992 // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
1993 // The pitch is always = Width * BytesPerPixels (1 or 4)
1994 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
1995 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
1996 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1997 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1998 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IsBuiltImFontAtlas1999 bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2000 void SetTexID(ImTextureID id) { TexID = id; }
2001
2002 //-------------------------------------------
2003 // Glyph Ranges
2004 //-------------------------------------------
2005
2006 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2007 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2008 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2009 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2010 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2011 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2012 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2013 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2014 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2015 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2016
2017 //-------------------------------------------
2018 // Custom Rectangles/Glyphs API
2019 //-------------------------------------------
2020
2021 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2022 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2023 struct CustomRect
2024 {
2025 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2026 unsigned short Width, Height; // Input // Desired rectangle dimension
2027 unsigned short X, Y; // Output // Packed position in Atlas
2028 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2029 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
2030 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
CustomRectImFontAtlas::CustomRect2031 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlas::CustomRect2032 bool IsPacked() const { return X != 0xFFFF; }
2033 };
2034
2035 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2036 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2037 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2038
2039 // [Internal]
2040 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2041 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2042
2043 //-------------------------------------------
2044 // Members
2045 //-------------------------------------------
2046
2047 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2048 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2049 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2050 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2051 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
2052
2053 // [Internal]
2054 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2055 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2056 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2057 int TexWidth; // Texture width calculated during Build().
2058 int TexHeight; // Texture height calculated during Build().
2059 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2060 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2061 ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
2062 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2063 ImVector<ImFontConfig> ConfigData; // Internal data
2064 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2065
2066 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2067 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
2068 #endif
2069 };
2070
2071 // Font runtime data and rendering
2072 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2073 struct ImFont
2074 {
2075 // Members: Hot ~62/78 bytes
2076 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
2077 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
2078 ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
2079 ImVector<ImFontGlyph> Glyphs; // // All glyphs.
2080 ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
2081 ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
2082 const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
2083 float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
2084 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2085
2086 // Members: Cold ~18/26 bytes
2087 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2088 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
2089 ImFontAtlas* ContainerAtlas; // // What we has been loaded into
2090 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2091 bool DirtyLookupTables;
2092 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2093
2094 // Methods
2095 IMGUI_API ImFont();
2096 IMGUI_API ~ImFont();
2097 IMGUI_API void ClearOutputData();
2098 IMGUI_API void BuildLookupTable();
2099 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2100 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2101 IMGUI_API void SetFallbackChar(ImWchar c);
GetCharAdvanceImFont2102 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2103 bool IsLoaded() const { return ContainerAtlas != NULL; }
GetDebugNameImFont2104 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2105
2106 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2107 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2108 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2109 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2110 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2111 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2112
2113 // [Internal]
2114 IMGUI_API void GrowIndex(int new_size);
2115 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2116 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2117
2118 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2119 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2120 #endif
2121 };
2122
2123 #if defined(__clang__)
2124 #pragma clang diagnostic pop
2125 #elif defined(__GNUC__) && __GNUC__ >= 8
2126 #pragma GCC diagnostic pop
2127 #endif
2128
2129 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2130 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2131 #include "imgui_user.h"
2132 #endif
2133