1 // dear imgui, v1.85
2 // (headers)
3
4 // Help:
5 // - Read FAQ at http://dearimgui.org/faq
6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8 // Read imgui.cpp for details, links and comments.
9
10 // Resources:
11 // - FAQ http://dearimgui.org/faq
12 // - Homepage & latest https://github.com/ocornut/imgui
13 // - Releases & changelog https://github.com/ocornut/imgui/releases
14 // - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
15 // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17 // - Issues & support https://github.com/ocornut/imgui/issues
18
19 // Getting Started?
20 // - For first-time users having issues compiling/linking/running or issues loading fonts:
21 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22
23 /*
24
25 Index of this file:
26 // [SECTION] Header mess
27 // [SECTION] Forward declarations and basic types
28 // [SECTION] Dear ImGui end-user API functions
29 // [SECTION] Flags & Enumerations
30 // [SECTION] Helpers: Memory allocations macros, ImVector<>
31 // [SECTION] ImGuiStyle
32 // [SECTION] ImGuiIO
33 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
34 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
35 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
36 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
37 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
38 // [SECTION] Obsolete functions and types
39
40 */
41
42 #pragma once
43
44 // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
45 #ifdef IMGUI_USER_CONFIG
46 #include IMGUI_USER_CONFIG
47 #endif
48 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
49 #include "imconfig.h"
50 #endif
51
52 #ifndef IMGUI_DISABLE
53
54 //-----------------------------------------------------------------------------
55 // [SECTION] Header mess
56 //-----------------------------------------------------------------------------
57
58 // Includes
59 #include <float.h> // FLT_MIN, FLT_MAX
60 #include <stdarg.h> // va_list, va_start, va_end
61 #include <stddef.h> // ptrdiff_t, NULL
62 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
63
64 // Version
65 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
66 #define IMGUI_VERSION "1.85"
67 #define IMGUI_VERSION_NUM 18500
68 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
69 #define IMGUI_HAS_TABLE
70
71 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
72 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
73 // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
74 #ifndef IMGUI_API
75 #define IMGUI_API
76 #endif
77 #ifndef IMGUI_IMPL_API
78 #define IMGUI_IMPL_API IMGUI_API
79 #endif
80
81 // Helper Macros
82 #ifndef IM_ASSERT
83 #include <assert.h>
84 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
85 #endif
86 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
87 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
88 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
89 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
90 #else
91 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
92 #endif
93
94 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
95 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
96 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
97 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
98 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
99 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
100 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
101 #else
102 #define IM_FMTARGS(FMT)
103 #define IM_FMTLIST(FMT)
104 #endif
105
106 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
107 #if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
108 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
109 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
110 #else
111 #define IM_MSVC_RUNTIME_CHECKS_OFF
112 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
113 #endif
114
115 // Warnings
116 #ifdef _MSC_VER
117 #pragma warning (push)
118 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
119 #endif
120 #if defined(__clang__)
121 #pragma clang diagnostic push
122 #pragma clang diagnostic ignored "-Wold-style-cast"
123 #if __has_warning("-Wzero-as-null-pointer-constant")
124 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
125 #endif
126 #elif defined(__GNUC__)
127 #pragma GCC diagnostic push
128 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
129 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
130 #endif
131
132 //-----------------------------------------------------------------------------
133 // [SECTION] Forward declarations and basic types
134 //-----------------------------------------------------------------------------
135
136 // Forward declarations
137 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
138 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
139 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
140 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
141 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
142 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
143 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
144 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
145 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
146 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
147 struct ImFontConfig; // Configuration data when adding a font or merging fonts
148 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
149 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
150 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
151 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
152 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
153 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
154 struct ImGuiListClipper; // Helper to manually clip large list of items
155 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
156 struct ImGuiPayload; // User data payload for drag and drop operations
157 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
158 struct ImGuiStorage; // Helper for key->value storage
159 struct ImGuiStyle; // Runtime data for styling/colors
160 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
161 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
162 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
163 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
164 struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
165
166 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
167 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
168 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
169 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
170 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
171 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
172 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
173 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
174 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
175 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
176 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
177 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
178 typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
179 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
180 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
181 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
182 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
183 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
184 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
185 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
186 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
187 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
188 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
189 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
190 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
191 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
192 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
193 typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
194 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
195 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
196 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
197 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
198 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
199 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
200 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
201 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
202 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
203 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
204 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
205
206 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
207 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
208 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
209 #ifndef ImTextureID
210 typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
211 #endif
212
213 // ImDrawIdx: vertex index. [Compile-time configurable type]
214 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
215 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
216 #ifndef ImDrawIdx
217 typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
218 #endif
219
220 // Scalar data types
221 typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
222 typedef signed char ImS8; // 8-bit signed integer
223 typedef unsigned char ImU8; // 8-bit unsigned integer
224 typedef signed short ImS16; // 16-bit signed integer
225 typedef unsigned short ImU16; // 16-bit unsigned integer
226 typedef signed int ImS32; // 32-bit signed integer == int
227 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
228 #if defined(_MSC_VER) && !defined(__clang__)
229 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
230 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
231 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
232 #include <stdint.h>
233 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
234 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
235 #else
236 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
237 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
238 #endif
239
240 // Character types
241 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
242 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
243 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
244 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
245 typedef ImWchar32 ImWchar;
246 #else
247 typedef ImWchar16 ImWchar;
248 #endif
249
250 // Callback and functions types
251 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
252 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
253 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
254 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
255
256 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
257 // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
258 IM_MSVC_RUNTIME_CHECKS_OFF
259 struct ImVec2
260 {
261 float x, y;
ImVec2ImVec2262 ImVec2() { x = y = 0.0f; }
ImVec2ImVec2263 ImVec2(float _x, float _y) { x = _x; y = _y; }
264 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
265 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
266 #ifdef IM_VEC2_CLASS_EXTRA
267 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.
268 #endif
269 };
270
271 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
272 struct ImVec4
273 {
274 float x, y, z, w;
ImVec4ImVec4275 ImVec4() { x = y = z = w = 0.0f; }
ImVec4ImVec4276 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
277 #ifdef IM_VEC4_CLASS_EXTRA
278 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.
279 #endif
280 };
281 IM_MSVC_RUNTIME_CHECKS_RESTORE
282
283 //-----------------------------------------------------------------------------
284 // [SECTION] Dear ImGui end-user API functions
285 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
286 //-----------------------------------------------------------------------------
287
288 namespace ImGui
289 {
290 // Context creation and access
291 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
292 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
293 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
294 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
295 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
296 IMGUI_API ImGuiContext* GetCurrentContext();
297 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
298
299 // Main
300 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
301 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
302 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
303 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
304 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
305 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
306
307 // Demo, Debug, Information
308 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
309 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
310 IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
311 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
312 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)
313 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
314 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
315 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
316 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
317
318 // Styles
319 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
320 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
321 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
322
323 // Windows
324 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
325 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
326 // which clicking will set the boolean to false when clicked.
327 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
328 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
329 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
330 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
331 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
332 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
333 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
334 // - Note that the bottom of window stack always contains a window called "Debug".
335 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
336 IMGUI_API void End();
337
338 // Child Windows
339 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
340 // - 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).
341 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
342 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
343 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
344 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
345 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
346 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
347 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
348 IMGUI_API void EndChild();
349
350 // Windows Utilities
351 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
352 IMGUI_API bool IsWindowAppearing();
353 IMGUI_API bool IsWindowCollapsed();
354 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
355 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!
356 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
357 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
358 IMGUI_API ImVec2 GetWindowSize(); // get current window size
359 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
360 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
361
362 // Window manipulation
363 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
364 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.
365 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()
366 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. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
367 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
368 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
369 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
370 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
371 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.
372 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.
373 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
374 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
375 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
376 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
377 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.
378 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
379 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
380
381 // Content region
382 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
383 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
384 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
385 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
386 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
387 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
388
389 // Windows Scrolling
390 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
391 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
392 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
393 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
394 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
395 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
396 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
397 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.
398 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
399 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
400
401 // Parameters stacks (shared)
402 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
403 IMGUI_API void PopFont();
404 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
405 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
406 IMGUI_API void PopStyleColor(int count = 1);
407 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
408 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
409 IMGUI_API void PopStyleVar(int count = 1);
410 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
411 IMGUI_API void PopAllowKeyboardFocus();
412 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.
413 IMGUI_API void PopButtonRepeat();
414
415 // Parameters stacks (current window)
416 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
417 IMGUI_API void PopItemWidth();
418 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
419 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
420 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position 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
421 IMGUI_API void PopTextWrapPos();
422
423 // Style read access
424 // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
425 IMGUI_API ImFont* GetFont(); // get current font
426 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
427 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
428 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
429 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
430 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
431 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.
432
433 // Cursor / Layout
434 // - By "cursor" we mean the current output position.
435 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
436 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
437 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
438 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
439 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
440 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
441 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
442 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
443 IMGUI_API void Spacing(); // add vertical spacing.
444 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.
445 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
446 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
447 IMGUI_API void BeginGroup(); // lock horizontal starting position
448 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.)
449 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
450 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
451 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
452 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
453 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
454 IMGUI_API void SetCursorPosY(float local_y); //
455 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
456 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
457 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
458 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)
459 IMGUI_API float GetTextLineHeight(); // ~ FontSize
460 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
461 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
462 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
463
464 // ID stack/scopes
465 // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
466 // - Those questions are answered and impacted by understanding of the ID stack system:
467 // - "Q: Why is my widget not reacting when I click on it?"
468 // - "Q: How can I have widgets with an empty label?"
469 // - "Q: How can I have multiple widgets with the same label?"
470 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
471 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
472 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
473 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
474 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
475 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
476 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
477 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
478 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
479 IMGUI_API void PopID(); // pop from the ID stack.
480 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
481 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
482 IMGUI_API ImGuiID GetID(const void* ptr_id);
483
484 // Widgets: Text
485 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.
486 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
487 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
488 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
489 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
490 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
491 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
492 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().
493 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
494 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
495 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
496 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
497 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
498
499 // Widgets: Main
500 // - Most widgets return true when the value has been changed or when pressed/selected
501 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
502 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
503 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
504 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
505 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
506 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));
507 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
508 IMGUI_API bool Checkbox(const char* label, bool* v);
509 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
510 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
511 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
512 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
513 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
514 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
515
516 // Widgets: Combo Box
517 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
518 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
519 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
520 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
521 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
522 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"
523 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);
524
525 // Widgets: Drag Sliders
526 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
527 // - 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
528 // - 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.
529 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
530 // - 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).
531 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
532 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
533 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
534 // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
535 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
536 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", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
537 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", ImGuiSliderFlags flags = 0);
538 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", ImGuiSliderFlags flags = 0);
539 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", ImGuiSliderFlags flags = 0);
540 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, ImGuiSliderFlags flags = 0);
541 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", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
542 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", ImGuiSliderFlags flags = 0);
543 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", ImGuiSliderFlags flags = 0);
544 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", ImGuiSliderFlags flags = 0);
545 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, ImGuiSliderFlags flags = 0);
546 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
547 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
548
549 // Widgets: Regular Sliders
550 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
551 // - 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.
552 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
553 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
554 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
555 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
556 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
557 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
558 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
559 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", ImGuiSliderFlags flags = 0);
560 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
561 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
562 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
563 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
564 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
565 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
566 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
567 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
568 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
569
570 // Widgets: Input with Keyboard
571 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
572 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
573 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
574 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);
575 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
576 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);
577 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
578 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
579 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
580 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
581 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
582 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
583 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
584 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);
585 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
586 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
587
588 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
589 // - 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.
590 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
591 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
592 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
593 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
594 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
595 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
596 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.
597
598 // Widgets: Trees
599 // - 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.
600 IMGUI_API bool TreeNode(const char* label);
601 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily 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().
602 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
603 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
604 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
605 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
606 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
607 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
608 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
609 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
610 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.
611 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
612 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
613 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
614 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().
615 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
616 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
617
618 // Widgets: Selectables
619 // - A selectable highlights when hovered, and can display another color when selected.
620 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
621 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
622 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.
623
624 // Widgets: List Boxes
625 // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
626 // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
627 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
628 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
629 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
630 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
631 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
632 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
633 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);
634
635 // Widgets: Data Plotting
636 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
637 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));
638 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));
639 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));
640 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));
641
642 // Widgets: Value() Helpers.
643 // - 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)
644 IMGUI_API void Value(const char* prefix, bool b);
645 IMGUI_API void Value(const char* prefix, int v);
646 IMGUI_API void Value(const char* prefix, unsigned int v);
647 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
648
649 // Widgets: Menus
650 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
651 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
652 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
653 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
654 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
655 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
656 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
657 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
658 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
659 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
660 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
661 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
662
663 // Tooltips
664 // - Tooltip are windows following the mouse. They do not take focus away.
665 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
666 IMGUI_API void EndTooltip();
667 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
668 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
669
670 // Popups, Modals
671 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
672 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
673 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
674 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
675 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
676 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
677 // This is sometimes leading to confusing mistakes. May rework this in the future.
678
679 // Popups: begin/end functions
680 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
681 // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
682 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.
683 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
684 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
685
686 // Popups: open/close functions
687 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
688 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
689 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
690 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
691 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
692 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
693 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
694 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
695 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
696 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
697
698 // Popups: open+begin combined functions helpers
699 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
700 // - They are convenient to easily create context menus, hence the name.
701 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
702 // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
703 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. 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!
704 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
705 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
706
707 // Popups: query functions
708 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
709 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
710 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
711 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
712
713 // Tables
714 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
715 // - Full-featured replacement for old Columns API.
716 // - See Demo->Tables for demo code.
717 // - See top of imgui_tables.cpp for general commentary.
718 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
719 // The typical call flow is:
720 // - 1. Call BeginTable().
721 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
722 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
723 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
724 // - 5. Populate contents:
725 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
726 // - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
727 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
728 // TableNextColumn() will automatically wrap-around into the next row if needed.
729 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
730 // - Summary of possible call flow:
731 // --------------------------------------------------------------------------------------------------------
732 // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
733 // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
734 // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
735 // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
736 // --------------------------------------------------------------------------------------------------------
737 // - 5. Call EndTable()
738 IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
739 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
740 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
741 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
742 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
743
744 // Tables: Headers & Columns declaration
745 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
746 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
747 // Headers are required to perform: reordering, sorting, and opening the context menu.
748 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
749 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
750 // some advanced use cases (e.g. adding custom widgets in header row).
751 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
752 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
753 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
754 IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
755 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
756
757 // Tables: Sorting
758 // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
759 // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
760 // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
761 // wastefully sort your data every frame!
762 // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
763 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
764
765 // Tables: Miscellaneous functions
766 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
767 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
768 IMGUI_API int TableGetColumnIndex(); // return current column index.
769 IMGUI_API int TableGetRowIndex(); // return current row index.
770 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
771 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
772 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
773 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
774
775 // Legacy Columns API (prefer using Tables!)
776 // - You can also use SameLine(pos_x) to mimic simplified columns.
777 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
778 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
779 IMGUI_API int GetColumnIndex(); // get current column index
780 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
781 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
782 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
783 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
784 IMGUI_API int GetColumnsCount();
785
786 // Tab Bars, Tabs
787 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
788 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
789 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
790 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
791 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
792 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.
793
794 // Logging/Capture
795 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
796 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
797 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
798 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
799 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
800 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
801 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
802 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
803
804 // Drag and Drop
805 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
806 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
807 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
808 // - An item can be both drag source and drop target.
809 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
810 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, 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.
811 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
812 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
813 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.
814 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
815 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.
816
817 // Disabling [BETA API]
818 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
819 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
820 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
821 IMGUI_API void BeginDisabled(bool disabled = true);
822 IMGUI_API void EndDisabled();
823
824 // Clipping
825 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
826 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
827 IMGUI_API void PopClipRect();
828
829 // Focus, Activation
830 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
831 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
832 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.
833
834 // Item/Widgets Utilities and Query Functions
835 // - Most of the functions are referring to the previous Item that has been submitted.
836 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
837 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.
838 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)
839 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
840 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
841 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
842 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.
843 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
844 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.
845 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).
846 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
847 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
848 IMGUI_API bool IsAnyItemActive(); // is any item active?
849 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
850 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
851 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
852 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
853 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.
854
855 // Viewports
856 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
857 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
858 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
859 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
860
861 // Miscellaneous Utilities
862 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
863 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.
864 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
865 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
866 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
867 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
868 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
869 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
870 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)
871 IMGUI_API ImGuiStorage* GetStateStorage();
872 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.
873 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
874 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
875
876 // Text Utilities
877 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
878
879 // Color Utilities
880 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
881 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
882 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
883 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
884
885 // Inputs Utilities: Keyboard
886 // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
887 // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
888 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
889 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
890 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
891 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
892 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
893 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.
894
895 // Inputs Utilities: Mouse
896 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
897 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
898 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
899 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
900 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
901 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
902 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
903 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.
904 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
905 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
906 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
907 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
908 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
909 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. 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)
910 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
911 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
912 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
913 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.
914
915 // Clipboard Utilities
916 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
917 IMGUI_API const char* GetClipboardText();
918 IMGUI_API void SetClipboardText(const char* text);
919
920 // Settings/.Ini Utilities
921 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
922 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
923 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
924 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
925 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.
926 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
927 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.
928
929 // Debug Utilities
930 // - This is used by the IMGUI_CHECKVERSION() macro.
931 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, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
932
933 // Memory Allocators
934 // - Those functions are not reliant on the current context.
935 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
936 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
937 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
938 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
939 IMGUI_API void* MemAlloc(size_t size);
940 IMGUI_API void MemFree(void* ptr);
941
942 } // namespace ImGui
943
944 //-----------------------------------------------------------------------------
945 // [SECTION] Flags & Enumerations
946 //-----------------------------------------------------------------------------
947
948 // Flags for ImGui::Begin()
949 enum ImGuiWindowFlags_
950 {
951 ImGuiWindowFlags_None = 0,
952 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
953 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
954 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
955 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
956 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.
957 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
958 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
959 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
960 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
961 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
962 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
963 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.
964 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
965 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
966 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
967 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
968 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
969 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
970 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
971 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
972 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
973 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
974 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
975
976 // [Internal]
977 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!)
978 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
979 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
980 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
981 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
982 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
983
984 // [Obsolete]
985 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
986 };
987
988 // Flags for ImGui::InputText()
989 enum ImGuiInputTextFlags_
990 {
991 ImGuiInputTextFlags_None = 0,
992 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
993 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
994 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
995 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
996 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
997 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
998 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
999 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1000 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1001 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.
1002 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1003 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).
1004 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1005 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1006 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1007 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1008 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().
1009 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1010 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)
1011 ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1012
1013 // Obsolete names (will be removed soon)
1014 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1015 , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1016 #endif
1017 };
1018
1019 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1020 enum ImGuiTreeNodeFlags_
1021 {
1022 ImGuiTreeNodeFlags_None = 0,
1023 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1024 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1025 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1026 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1027 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1028 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1029 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1030 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.
1031 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1032 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
1033 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().
1034 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
1035 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1036 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1037 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1038 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
1039 };
1040
1041 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1042 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1043 // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1044 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1045 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1046 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1047 // and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
1048 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1049 enum ImGuiPopupFlags_
1050 {
1051 ImGuiPopupFlags_None = 0,
1052 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1053 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1054 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1055 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1056 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1057 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1058 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1059 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1060 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1061 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
1062 };
1063
1064 // Flags for ImGui::Selectable()
1065 enum ImGuiSelectableFlags_
1066 {
1067 ImGuiSelectableFlags_None = 0,
1068 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
1069 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
1070 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1071 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1072 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
1073 };
1074
1075 // Flags for ImGui::BeginCombo()
1076 enum ImGuiComboFlags_
1077 {
1078 ImGuiComboFlags_None = 0,
1079 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1080 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()
1081 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1082 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1083 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1084 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1085 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1086 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
1087 };
1088
1089 // Flags for ImGui::BeginTabBar()
1090 enum ImGuiTabBarFlags_
1091 {
1092 ImGuiTabBarFlags_None = 0,
1093 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1094 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1095 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1096 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // 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.
1097 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1098 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1099 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1100 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1101 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1102 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
1103 };
1104
1105 // Flags for ImGui::BeginTabItem()
1106 enum ImGuiTabItemFlags_
1107 {
1108 ImGuiTabItemFlags_None = 0,
1109 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1110 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1111 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.
1112 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1113 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1114 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1115 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1116 ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1117 };
1118
1119 // Flags for ImGui::BeginTable()
1120 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
1121 // - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
1122 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
1123 // - The DEFAULT sizing policies are:
1124 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1125 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1126 // - When ScrollX is off:
1127 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1128 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1129 // - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
1130 // - Stretch Columns will share the remaining width.
1131 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1132 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1133 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1134 // - When ScrollX is on:
1135 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1136 // - Columns sizing policy allowed: Fixed/Auto mostly.
1137 // - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
1138 // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1139 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1140 // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1141 // - Read on documentation at the top of imgui_tables.cpp for details.
1142 enum ImGuiTableFlags_
1143 {
1144 // Features
1145 ImGuiTableFlags_None = 0,
1146 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1147 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1148 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1149 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1150 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1151 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1152 // Decorations
1153 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1154 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1155 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1156 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1157 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1158 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1159 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1160 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1161 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1162 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1163 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
1164 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
1165 // Sizing Policy (read above for defaults)
1166 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1167 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1168 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1169 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1170 // Sizing Extra Options
1171 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1172 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1173 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1174 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1175 // Clipping
1176 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1177 // Padding
1178 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
1179 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
1180 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1181 // Scrolling
1182 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
1183 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1184 // Sorting
1185 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1186 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1187
1188 // [Internal] Combinations and masks
1189 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
1190
1191 // Obsolete names (will be removed soon)
1192 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1193 //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
1194 //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
1195 #endif
1196 };
1197
1198 // Flags for ImGui::TableSetupColumn()
1199 enum ImGuiTableColumnFlags_
1200 {
1201 // Input configuration flags
1202 ImGuiTableColumnFlags_None = 0,
1203 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1204 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1205 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1206 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1207 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1208 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1209 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1210 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1211 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1212 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1213 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1214 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1215 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
1216 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1217 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1218 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1219 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1220 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1221
1222 // Output status flags, read-only via TableGetColumnFlags()
1223 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1224 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1225 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1226 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1227
1228 // [Internal] Combinations and masks
1229 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1230 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1231 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1232 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1233
1234 // Obsolete names (will be removed soon)
1235 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1236 //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
1237 #endif
1238 };
1239
1240 // Flags for ImGui::TableNextRow()
1241 enum ImGuiTableRowFlags_
1242 {
1243 ImGuiTableRowFlags_None = 0,
1244 ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
1245 };
1246
1247 // Enum for ImGui::TableSetBgColor()
1248 // Background colors are rendering in 3 layers:
1249 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1250 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1251 // - Layer 2: draw with CellBg color if set.
1252 // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
1253 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1254 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1255 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1256 enum ImGuiTableBgTarget_
1257 {
1258 ImGuiTableBgTarget_None = 0,
1259 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1260 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1261 ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
1262 };
1263
1264 // Flags for ImGui::IsWindowFocused()
1265 enum ImGuiFocusedFlags_
1266 {
1267 ImGuiFocusedFlags_None = 0,
1268 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1269 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1270 ImGuiFocusedFlags_AnyWindow = 1 << 2, // 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 'io.WantCaptureMouse' instead! Please read the FAQ!
1271 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1272 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1273 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
1274 };
1275
1276 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1277 // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1278 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1279 enum ImGuiHoveredFlags_
1280 {
1281 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.
1282 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1283 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1284 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1285 ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1286 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1287 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1288 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1289 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1290 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
1291 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
1292 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1293 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
1294 };
1295
1296 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1297 enum ImGuiDragDropFlags_
1298 {
1299 ImGuiDragDropFlags_None = 0,
1300 // BeginDragDropSource() flags
1301 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.
1302 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.
1303 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.
1304 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.
1305 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1306 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1307 // AcceptDragDropPayload() flags
1308 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.
1309 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1310 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1311 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
1312 };
1313
1314 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1315 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1316 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1317
1318 // A primary data type
1319 enum ImGuiDataType_
1320 {
1321 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1322 ImGuiDataType_U8, // unsigned char
1323 ImGuiDataType_S16, // short
1324 ImGuiDataType_U16, // unsigned short
1325 ImGuiDataType_S32, // int
1326 ImGuiDataType_U32, // unsigned int
1327 ImGuiDataType_S64, // long long / __int64
1328 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1329 ImGuiDataType_Float, // float
1330 ImGuiDataType_Double, // double
1331 ImGuiDataType_COUNT
1332 };
1333
1334 // A cardinal direction
1335 enum ImGuiDir_
1336 {
1337 ImGuiDir_None = -1,
1338 ImGuiDir_Left = 0,
1339 ImGuiDir_Right = 1,
1340 ImGuiDir_Up = 2,
1341 ImGuiDir_Down = 3,
1342 ImGuiDir_COUNT
1343 };
1344
1345 // A sorting direction
1346 enum ImGuiSortDirection_
1347 {
1348 ImGuiSortDirection_None = 0,
1349 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1350 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1351 };
1352
1353 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
1354 enum ImGuiKey_
1355 {
1356 ImGuiKey_Tab,
1357 ImGuiKey_LeftArrow,
1358 ImGuiKey_RightArrow,
1359 ImGuiKey_UpArrow,
1360 ImGuiKey_DownArrow,
1361 ImGuiKey_PageUp,
1362 ImGuiKey_PageDown,
1363 ImGuiKey_Home,
1364 ImGuiKey_End,
1365 ImGuiKey_Insert,
1366 ImGuiKey_Delete,
1367 ImGuiKey_Backspace,
1368 ImGuiKey_Space,
1369 ImGuiKey_Enter,
1370 ImGuiKey_Escape,
1371 ImGuiKey_KeyPadEnter,
1372 ImGuiKey_A, // for text edit CTRL+A: select all
1373 ImGuiKey_C, // for text edit CTRL+C: copy
1374 ImGuiKey_V, // for text edit CTRL+V: paste
1375 ImGuiKey_X, // for text edit CTRL+X: cut
1376 ImGuiKey_Y, // for text edit CTRL+Y: redo
1377 ImGuiKey_Z, // for text edit CTRL+Z: undo
1378 ImGuiKey_COUNT
1379 };
1380
1381 // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
1382 enum ImGuiKeyModFlags_
1383 {
1384 ImGuiKeyModFlags_None = 0,
1385 ImGuiKeyModFlags_Ctrl = 1 << 0,
1386 ImGuiKeyModFlags_Shift = 1 << 1,
1387 ImGuiKeyModFlags_Alt = 1 << 2,
1388 ImGuiKeyModFlags_Super = 1 << 3
1389 };
1390
1391 // Gamepad/Keyboard navigation
1392 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
1393 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
1394 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
1395 enum ImGuiNavInput_
1396 {
1397 // Gamepad Mapping
1398 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
1399 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
1400 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
1401 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
1402 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
1403 ImGuiNavInput_DpadRight, //
1404 ImGuiNavInput_DpadUp, //
1405 ImGuiNavInput_DpadDown, //
1406 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
1407 ImGuiNavInput_LStickRight, //
1408 ImGuiNavInput_LStickUp, //
1409 ImGuiNavInput_LStickDown, //
1410 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1411 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1412 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1413 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1414
1415 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1416 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1417 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
1418 ImGuiNavInput_KeyRight_, // move right
1419 ImGuiNavInput_KeyUp_, // move up
1420 ImGuiNavInput_KeyDown_, // move down
1421 ImGuiNavInput_COUNT,
1422 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
1423 };
1424
1425 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1426 enum ImGuiConfigFlags_
1427 {
1428 ImGuiConfigFlags_None = 0,
1429 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1430 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1431 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 backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1432 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1433 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1434 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend 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.
1435
1436 // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1437 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1438 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1439 };
1440
1441 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1442 enum ImGuiBackendFlags_
1443 {
1444 ImGuiBackendFlags_None = 0,
1445 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1446 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1447 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1448 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1449 };
1450
1451 // Enumeration for PushStyleColor() / PopStyleColor()
1452 enum ImGuiCol_
1453 {
1454 ImGuiCol_Text,
1455 ImGuiCol_TextDisabled,
1456 ImGuiCol_WindowBg, // Background of normal windows
1457 ImGuiCol_ChildBg, // Background of child windows
1458 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1459 ImGuiCol_Border,
1460 ImGuiCol_BorderShadow,
1461 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1462 ImGuiCol_FrameBgHovered,
1463 ImGuiCol_FrameBgActive,
1464 ImGuiCol_TitleBg,
1465 ImGuiCol_TitleBgActive,
1466 ImGuiCol_TitleBgCollapsed,
1467 ImGuiCol_MenuBarBg,
1468 ImGuiCol_ScrollbarBg,
1469 ImGuiCol_ScrollbarGrab,
1470 ImGuiCol_ScrollbarGrabHovered,
1471 ImGuiCol_ScrollbarGrabActive,
1472 ImGuiCol_CheckMark,
1473 ImGuiCol_SliderGrab,
1474 ImGuiCol_SliderGrabActive,
1475 ImGuiCol_Button,
1476 ImGuiCol_ButtonHovered,
1477 ImGuiCol_ButtonActive,
1478 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1479 ImGuiCol_HeaderHovered,
1480 ImGuiCol_HeaderActive,
1481 ImGuiCol_Separator,
1482 ImGuiCol_SeparatorHovered,
1483 ImGuiCol_SeparatorActive,
1484 ImGuiCol_ResizeGrip,
1485 ImGuiCol_ResizeGripHovered,
1486 ImGuiCol_ResizeGripActive,
1487 ImGuiCol_Tab,
1488 ImGuiCol_TabHovered,
1489 ImGuiCol_TabActive,
1490 ImGuiCol_TabUnfocused,
1491 ImGuiCol_TabUnfocusedActive,
1492 ImGuiCol_PlotLines,
1493 ImGuiCol_PlotLinesHovered,
1494 ImGuiCol_PlotHistogram,
1495 ImGuiCol_PlotHistogramHovered,
1496 ImGuiCol_TableHeaderBg, // Table header background
1497 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1498 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1499 ImGuiCol_TableRowBg, // Table row background (even rows)
1500 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1501 ImGuiCol_TextSelectedBg,
1502 ImGuiCol_DragDropTarget,
1503 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1504 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1505 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1506 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1507 ImGuiCol_COUNT
1508 };
1509
1510 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1511 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1512 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1513 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1514 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1515 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1516 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1517 enum ImGuiStyleVar_
1518 {
1519 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1520 ImGuiStyleVar_Alpha, // float Alpha
1521 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1522 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1523 ImGuiStyleVar_WindowRounding, // float WindowRounding
1524 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1525 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1526 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1527 ImGuiStyleVar_ChildRounding, // float ChildRounding
1528 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1529 ImGuiStyleVar_PopupRounding, // float PopupRounding
1530 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1531 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1532 ImGuiStyleVar_FrameRounding, // float FrameRounding
1533 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1534 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1535 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1536 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1537 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1538 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1539 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1540 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1541 ImGuiStyleVar_GrabRounding, // float GrabRounding
1542 ImGuiStyleVar_TabRounding, // float TabRounding
1543 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1544 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1545 ImGuiStyleVar_COUNT
1546 };
1547
1548 // Flags for InvisibleButton() [extended in imgui_internal.h]
1549 enum ImGuiButtonFlags_
1550 {
1551 ImGuiButtonFlags_None = 0,
1552 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1553 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1554 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1555
1556 // [Internal]
1557 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1558 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
1559 };
1560
1561 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1562 enum ImGuiColorEditFlags_
1563 {
1564 ImGuiColorEditFlags_None = 0,
1565 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1566 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1567 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1568 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1569 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1570 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1571 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1572 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1573 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1574 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1575
1576 // User Options (right-click on widget to change some of them).
1577 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1578 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1579 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1580 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).
1581 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1582 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1583 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1584 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1585 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.
1586 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1587 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1588 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1589 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1590
1591 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1592 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1593 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1594
1595 // [Internal] Masks
1596 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1597 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1598 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1599 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
1600
1601 // Obsolete names (will be removed)
1602 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1603 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1604 #endif
1605 };
1606
1607 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1608 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1609 enum ImGuiSliderFlags_
1610 {
1611 ImGuiSliderFlags_None = 0,
1612 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1613 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1614 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1615 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1616 ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1617
1618 // Obsolete names (will be removed)
1619 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1620 , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
1621 #endif
1622 };
1623
1624 // Identify a mouse button.
1625 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1626 enum ImGuiMouseButton_
1627 {
1628 ImGuiMouseButton_Left = 0,
1629 ImGuiMouseButton_Right = 1,
1630 ImGuiMouseButton_Middle = 2,
1631 ImGuiMouseButton_COUNT = 5
1632 };
1633
1634 // Enumeration for GetMouseCursor()
1635 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1636 enum ImGuiMouseCursor_
1637 {
1638 ImGuiMouseCursor_None = -1,
1639 ImGuiMouseCursor_Arrow = 0,
1640 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1641 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1642 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1643 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1644 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1645 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1646 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1647 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1648 ImGuiMouseCursor_COUNT
1649 };
1650
1651 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1652 // Represent a condition.
1653 // 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.
1654 enum ImGuiCond_
1655 {
1656 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1657 ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
1658 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1659 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1660 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1661 };
1662
1663 //-----------------------------------------------------------------------------
1664 // [SECTION] Helpers: Memory allocations macros, ImVector<>
1665 //-----------------------------------------------------------------------------
1666
1667 //-----------------------------------------------------------------------------
1668 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1669 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1670 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1671 //-----------------------------------------------------------------------------
1672
1673 struct ImNewWrapper {};
new(size_t,ImNewWrapper,void * ptr)1674 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
delete(void *,ImNewWrapper,void *)1675 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1676 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1677 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1678 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1679 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1680 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1681
1682 //-----------------------------------------------------------------------------
1683 // ImVector<>
1684 // 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).
1685 //-----------------------------------------------------------------------------
1686 // - 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 public structures are relying on it.
1687 // - We use std-like naming convention here, which is a little unusual for this codebase.
1688 // - 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.
1689 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1690 // 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.
1691 //-----------------------------------------------------------------------------
1692
1693 IM_MSVC_RUNTIME_CHECKS_OFF
1694 template<typename T>
1695 struct ImVector
1696 {
1697 int Size;
1698 int Capacity;
1699 T* Data;
1700
1701 // Provide standard typedefs but we don't use them ourselves.
1702 typedef T value_type;
1703 typedef value_type* iterator;
1704 typedef const value_type* const_iterator;
1705
1706 // Constructors, destructor
ImVectorImVector1707 inline ImVector() { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1708 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1709 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1710 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1711
clearImVector1712 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
clear_deleteImVector1713 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
clear_destructImVector1714 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
1715
emptyImVector1716 inline bool empty() const { return Size == 0; }
sizeImVector1717 inline int size() const { return Size; }
size_in_bytesImVector1718 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
max_sizeImVector1719 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
capacityImVector1720 inline int capacity() const { return Capacity; }
1721 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1722 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1723
beginImVector1724 inline T* begin() { return Data; }
beginImVector1725 inline const T* begin() const { return Data; }
endImVector1726 inline T* end() { return Data + Size; }
endImVector1727 inline const T* end() const { return Data + Size; }
frontImVector1728 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1729 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1730 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1731 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1732 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; }
1733
_grow_capacityImVector1734 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1735 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1736 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; }
shrinkImVector1737 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
reserveImVector1738 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
1739
1740 // 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_backImVector1741 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1742 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1743 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1744 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; }
eraseImVector1745 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_unsortedImVector1746 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; }
insertImVector1747 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; }
containsImVector1748 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; }
findImVector1749 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
findImVector1750 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
find_eraseImVector1751 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
find_erase_unsortedImVector1752 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
index_from_ptrImVector1753 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; }
1754 };
1755 IM_MSVC_RUNTIME_CHECKS_RESTORE
1756
1757 //-----------------------------------------------------------------------------
1758 // [SECTION] ImGuiStyle
1759 //-----------------------------------------------------------------------------
1760 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1761 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1762 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1763 //-----------------------------------------------------------------------------
1764
1765 struct ImGuiStyle
1766 {
1767 float Alpha; // Global alpha applies to everything in Dear ImGui.
1768 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1769 ImVec2 WindowPadding; // Padding within a window.
1770 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1771 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).
1772 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1773 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1774 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1775 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1776 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).
1777 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1778 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).
1779 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1780 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1781 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).
1782 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1783 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1784 ImVec2 CellPadding; // Padding within a table cell
1785 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!
1786 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1787 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1788 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1789 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1790 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1791 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1792 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1793 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1794 float TabBorderSize; // Thickness of border around tabs.
1795 float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1796 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1797 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1798 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1799 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1800 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!
1801 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1802 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1803 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
1804 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1805 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.
1806 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1807 ImVec4 Colors[ImGuiCol_COUNT];
1808
1809 IMGUI_API ImGuiStyle();
1810 IMGUI_API void ScaleAllSizes(float scale_factor);
1811 };
1812
1813 //-----------------------------------------------------------------------------
1814 // [SECTION] ImGuiIO
1815 //-----------------------------------------------------------------------------
1816 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1817 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1818 //-----------------------------------------------------------------------------
1819
1820 struct ImGuiIO
1821 {
1822 //------------------------------------------------------------------
1823 // Configuration (fill once) // Default value
1824 //------------------------------------------------------------------
1825
1826 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1827 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1828 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
1829 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1830 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1831 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
1832 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1833 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1834 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1835 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1836 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1837 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1838 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1839 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1840
1841 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1842 float FontGlobalScale; // = 1.0f // Global scale all fonts
1843 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1844 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1845 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1846
1847 // Miscellaneous options
1848 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 backend implementations.
1849 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.
1850 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
1851 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1852 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 a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1853 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1854 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1855
1856 //------------------------------------------------------------------
1857 // Platform Functions
1858 // (the imgui_impl_xxxx backend files are setting those up for you)
1859 //------------------------------------------------------------------
1860
1861 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1862 const char* BackendPlatformName; // = NULL
1863 const char* BackendRendererName; // = NULL
1864 void* BackendPlatformUserData; // = NULL // User data for platform backend
1865 void* BackendRendererUserData; // = NULL // User data for renderer backend
1866 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
1867
1868 // Optional: Access OS clipboard
1869 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1870 const char* (*GetClipboardTextFn)(void* user_data);
1871 void (*SetClipboardTextFn)(void* user_data, const char* text);
1872 void* ClipboardUserData;
1873
1874 // 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)
1875 // (default to use native imm32 api on Windows)
1876 void (*ImeSetInputScreenPosFn)(int x, int y);
1877 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1878
1879 //------------------------------------------------------------------
1880 // Input - Fill before calling NewFrame()
1881 //------------------------------------------------------------------
1882
1883 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1884 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1885 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1886 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
1887 bool KeyCtrl; // Keyboard modifier pressed: Control
1888 bool KeyShift; // Keyboard modifier pressed: Shift
1889 bool KeyAlt; // Keyboard modifier pressed: Alt
1890 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1891 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).
1892 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1893
1894 // Functions
1895 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1896 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
1897 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1898 IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
1899 IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
1900 IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
1901
1902 //------------------------------------------------------------------
1903 // Output - Updated by NewFrame() or EndFrame()/Render()
1904 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1905 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1906 //------------------------------------------------------------------
1907
1908 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, 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.).
1909 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1910 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1911 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1912 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: clear io.WantSaveIniSettings yourself after saving!
1913 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1914 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1915 float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
1916 int MetricsRenderVertices; // Vertices output during last call to Render()
1917 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1918 int MetricsRenderWindows; // Number of visible windows
1919 int MetricsActiveWindows; // Number of active windows
1920 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1921 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.
1922
1923 //------------------------------------------------------------------
1924 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
1925 //------------------------------------------------------------------
1926
1927 bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
1928 ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1929 ImGuiKeyModFlags KeyModsPrev; // Previous key mods
1930 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1931 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1932 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1933 bool MouseClicked[5]; // Mouse button went from !Down to Down
1934 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1935 bool MouseReleased[5]; // Mouse button went from Down to !Down
1936 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
1937 bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
1938 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1939 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1940 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1941 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1942 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1943 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1944 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1945 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1946 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1947 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
1948 bool AppFocusLost;
1949 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
1950 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
1951
1952 IMGUI_API ImGuiIO();
1953 };
1954
1955 //-----------------------------------------------------------------------------
1956 // [SECTION] Misc data structures
1957 //-----------------------------------------------------------------------------
1958
1959 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1960 // The callback function should return 0 by default.
1961 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1962 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1963 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1964 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1965 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1966 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1967 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1968 struct ImGuiInputTextCallbackData
1969 {
1970 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1971 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1972 void* UserData; // What user passed to InputText() // Read-only
1973
1974 // Arguments for the different callback events
1975 // - 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.
1976 // - 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.
1977 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;
1978 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1979 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1980 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()
1981 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
1982 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1983 int CursorPos; // // Read-write // [Completion,History,Always]
1984 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1985 int SelectionEnd; // // Read-write // [Completion,History,Always]
1986
1987 // Helper functions for text manipulation.
1988 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1989 IMGUI_API ImGuiInputTextCallbackData();
1990 IMGUI_API void DeleteChars(int pos, int bytes_count);
1991 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
SelectAllImGuiInputTextCallbackData1992 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
ClearSelectionImGuiInputTextCallbackData1993 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
HasSelectionImGuiInputTextCallbackData1994 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1995 };
1996
1997 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1998 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1999 struct ImGuiSizeCallbackData
2000 {
2001 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
2002 ImVec2 Pos; // Read-only. Window position, for reference.
2003 ImVec2 CurrentSize; // Read-only. Current window size.
2004 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2005 };
2006
2007 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2008 struct ImGuiPayload
2009 {
2010 // Members
2011 void* Data; // Data (copied and owned by dear imgui)
2012 int DataSize; // Data size
2013
2014 // [Internal]
2015 ImGuiID SourceId; // Source item id
2016 ImGuiID SourceParentId; // Source parent id (if available)
2017 int DataFrameCount; // Data timestamp
2018 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2019 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2020 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2021
ImGuiPayloadImGuiPayload2022 ImGuiPayload() { Clear(); }
ClearImGuiPayload2023 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload2024 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload2025 bool IsPreview() const { return Preview; }
IsDeliveryImGuiPayload2026 bool IsDelivery() const { return Delivery; }
2027 };
2028
2029 // Sorting specification for one column of a table (sizeof == 12 bytes)
2030 struct ImGuiTableColumnSortSpecs
2031 {
2032 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2033 ImS16 ColumnIndex; // Index of the column
2034 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2035 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
2036
ImGuiTableColumnSortSpecsImGuiTableColumnSortSpecs2037 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2038 };
2039
2040 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2041 // Obtained by calling TableGetSortSpecs().
2042 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2043 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2044 struct ImGuiTableSortSpecs
2045 {
2046 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2047 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2048 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2049
ImGuiTableSortSpecsImGuiTableSortSpecs2050 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2051 };
2052
2053 //-----------------------------------------------------------------------------
2054 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
2055 //-----------------------------------------------------------------------------
2056
2057 // Helper: Unicode defines
2058 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2059 #ifdef IMGUI_USE_WCHAR32
2060 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2061 #else
2062 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2063 #endif
2064
2065 // 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.
2066 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2067 struct ImGuiOnceUponAFrame
2068 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame2069 ImGuiOnceUponAFrame() { RefFrame = -1; }
2070 mutable int RefFrame;
2071 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2072 };
2073
2074 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2075 struct ImGuiTextFilter
2076 {
2077 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2078 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2079 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2080 IMGUI_API void Build();
ClearImGuiTextFilter2081 void Clear() { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter2082 bool IsActive() const { return !Filters.empty(); }
2083
2084 // [Internal]
2085 struct ImGuiTextRange
2086 {
2087 const char* b;
2088 const char* e;
2089
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange2090 ImGuiTextRange() { b = e = NULL; }
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange2091 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
emptyImGuiTextFilter::ImGuiTextRange2092 bool empty() const { return b == e; }
2093 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2094 };
2095 char InputBuf[256];
2096 ImVector<ImGuiTextRange>Filters;
2097 int CountGrep;
2098 };
2099
2100 // Helper: Growable text buffer for logging/accumulating text
2101 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2102 struct ImGuiTextBuffer
2103 {
2104 ImVector<char> Buf;
2105 IMGUI_API static char EmptyString[1];
2106
ImGuiTextBufferImGuiTextBuffer2107 ImGuiTextBuffer() { }
2108 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer2109 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer2110 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer2111 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer2112 bool empty() const { return Buf.Size <= 1; }
clearImGuiTextBuffer2113 void clear() { Buf.clear(); }
reserveImGuiTextBuffer2114 void reserve(int capacity) { Buf.reserve(capacity); }
c_strImGuiTextBuffer2115 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2116 IMGUI_API void append(const char* str, const char* str_end = NULL);
2117 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2118 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2119 };
2120
2121 // Helper: Key->Value storage
2122 // Typically you don't have to worry about this since a storage is held within each Window.
2123 // We use it to e.g. store collapse state for a tree (Int 0/1)
2124 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2125 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2126 // - 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).
2127 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2128 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2129 struct ImGuiStorage
2130 {
2131 // [Internal]
2132 struct ImGuiStoragePair
2133 {
2134 ImGuiID key;
2135 union { int val_i; float val_f; void* val_p; };
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2136 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2137 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2138 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
2139 };
2140
2141 ImVector<ImGuiStoragePair> Data;
2142
2143 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2144 // - Set***() functions find pair, insertion on demand if missing.
2145 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage2146 void Clear() { Data.clear(); }
2147 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2148 IMGUI_API void SetInt(ImGuiID key, int val);
2149 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2150 IMGUI_API void SetBool(ImGuiID key, bool val);
2151 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2152 IMGUI_API void SetFloat(ImGuiID key, float val);
2153 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2154 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2155
2156 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2157 // - 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.
2158 // - 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)
2159 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2160 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2161 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2162 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2163 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2164
2165 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2166 IMGUI_API void SetAllInt(int val);
2167
2168 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2169 IMGUI_API void BuildSortByKey();
2170 };
2171
2172 // Helper: Manually clip large list of items.
2173 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
2174 // clipping based on visibility to save yourself from processing those items at all.
2175 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2176 // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
2177 // Usage:
2178 // ImGuiListClipper clipper;
2179 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2180 // while (clipper.Step())
2181 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2182 // ImGui::Text("line number %d", i);
2183 // Generally what happens is:
2184 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2185 // - User code submit one element.
2186 // - Clipper can measure the height of the first element
2187 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2188 // - User code submit visible elements.
2189 struct ImGuiListClipper
2190 {
2191 int DisplayStart;
2192 int DisplayEnd;
2193
2194 // [Internal]
2195 int ItemsCount;
2196 int StepNo;
2197 int ItemsFrozen;
2198 float ItemsHeight;
2199 float StartPosY;
2200
2201 IMGUI_API ImGuiListClipper();
2202 IMGUI_API ~ImGuiListClipper();
2203
2204 // items_count: 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)
2205 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2206 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.
2207 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2208 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2209
2210 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2211 inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2212 #endif
2213 };
2214
2215 // Helpers macros to generate 32-bit encoded colors
2216 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2217 #define IM_COL32_R_SHIFT 16
2218 #define IM_COL32_G_SHIFT 8
2219 #define IM_COL32_B_SHIFT 0
2220 #define IM_COL32_A_SHIFT 24
2221 #define IM_COL32_A_MASK 0xFF000000
2222 #else
2223 #define IM_COL32_R_SHIFT 0
2224 #define IM_COL32_G_SHIFT 8
2225 #define IM_COL32_B_SHIFT 16
2226 #define IM_COL32_A_SHIFT 24
2227 #define IM_COL32_A_MASK 0xFF000000
2228 #endif
2229 #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))
2230 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2231 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2232 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2233
2234 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2235 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2236 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2237 // **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.
2238 struct ImColor
2239 {
2240 ImVec4 Value;
2241
ImColorImColor2242 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
2243 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; }
ImColorImColor2244 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; }
2245 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor2246 ImColor(const ImVec4& col) { Value = col; }
ImU32ImColor2247 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor2248 inline operator ImVec4() const { return Value; }
2249
2250 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2251 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; }
2252 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); }
2253 };
2254
2255 //-----------------------------------------------------------------------------
2256 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2257 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2258 //-----------------------------------------------------------------------------
2259
2260 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2261 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2262 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2263 #endif
2264
2265 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2266 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2267 // you can poke into the draw list for that! Draw callback may be useful for example to:
2268 // A) Change your GPU render state,
2269 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2270 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2271 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2272 #ifndef ImDrawCallback
2273 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2274 #endif
2275
2276 // Special Draw callback value to request renderer backend to reset the graphics/render state.
2277 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2278 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2279 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
2280 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
2281
2282 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
2283 // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2284 // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2285 // Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
2286 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2287 struct ImDrawCmd
2288 {
2289 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2290 ImTextureID TextureId; // 4-8 // 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.
2291 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2292 unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
2293 unsigned int ElemCount; // 4 // 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[].
2294 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2295 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2296
ImDrawCmdImDrawCmd2297 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2298
2299 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
GetTexIDImDrawCmd2300 inline ImTextureID GetTexID() const { return TextureId; }
2301 };
2302
2303 // Vertex layout
2304 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2305 struct ImDrawVert
2306 {
2307 ImVec2 pos;
2308 ImVec2 uv;
2309 ImU32 col;
2310 };
2311 #else
2312 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2313 // 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.
2314 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
2315 // 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.
2316 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2317 #endif
2318
2319 // [Internal] For use by ImDrawList
2320 struct ImDrawCmdHeader
2321 {
2322 ImVec4 ClipRect;
2323 ImTextureID TextureId;
2324 unsigned int VtxOffset;
2325 };
2326
2327 // [Internal] For use by ImDrawListSplitter
2328 struct ImDrawChannel
2329 {
2330 ImVector<ImDrawCmd> _CmdBuffer;
2331 ImVector<ImDrawIdx> _IdxBuffer;
2332 };
2333
2334
2335 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2336 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2337 struct ImDrawListSplitter
2338 {
2339 int _Current; // Current channel number (0)
2340 int _Count; // Number of active channels (1+)
2341 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2342
ImDrawListSplitterImDrawListSplitter2343 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
~ImDrawListSplitterImDrawListSplitter2344 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
ClearImDrawListSplitter2345 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2346 IMGUI_API void ClearFreeMemory();
2347 IMGUI_API void Split(ImDrawList* draw_list, int count);
2348 IMGUI_API void Merge(ImDrawList* draw_list);
2349 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2350 };
2351
2352 // Flags for ImDrawList functions
2353 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2354 enum ImDrawFlags_
2355 {
2356 ImDrawFlags_None = 0,
2357 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2358 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2359 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2360 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2361 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2362 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2363 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2364 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2365 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2366 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2367 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2368 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2369 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
2370 };
2371
2372 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2373 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2374 enum ImDrawListFlags_
2375 {
2376 ImDrawListFlags_None = 0,
2377 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2378 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
2379 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2380 ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2381 };
2382
2383 // Draw command list
2384 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2385 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2386 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2387 // access the current window draw list and draw custom primitives.
2388 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2389 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2390 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2391 // 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.
2392 struct ImDrawList
2393 {
2394 // This is what you have to render
2395 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2396 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2397 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2398 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2399
2400 // [Internal, used while building lists]
2401 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2402 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2403 const char* _OwnerName; // Pointer to owner window's name for debugging
2404 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2405 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2406 ImVector<ImVec4> _ClipRectStack; // [Internal]
2407 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2408 ImVector<ImVec2> _Path; // [Internal] current path building
2409 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2410 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2411 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2412
2413 // 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)
ImDrawListImDrawList2414 ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2415
~ImDrawListImDrawList2416 ~ImDrawList() { _ClearFreeMemory(); }
2417 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)
2418 IMGUI_API void PushClipRectFullScreen();
2419 IMGUI_API void PopClipRect();
2420 IMGUI_API void PushTextureID(ImTextureID texture_id);
2421 IMGUI_API void PopTextureID();
GetClipRectMinImDrawList2422 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList2423 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2424
2425 // Primitives
2426 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2427 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2428 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2429 // In future versions we will use textures to provide cheaper and higher-quality circles.
2430 // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
2431 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2432 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2433 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2434 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
2435 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2436 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2437 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2438 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2439 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2440 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2441 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2442 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2443 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2444 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);
2445 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2446 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
2447 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2448 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2449
2450 // Image primitives
2451 // - Read FAQ to understand what ImTextureID is.
2452 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2453 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
2454 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
2455 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
2456 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2457
2458 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList2459 inline void PathClear() { _Path.Size = 0; }
PathLineToImDrawList2460 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList2461 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList2462 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.
2463 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2464 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2465 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
2466 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2467 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2468 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2469
2470 // Advanced
2471 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.
2472 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
2473 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2474
2475 // Advanced: Channels
2476 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2477 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
2478 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2479 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2480 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
ChannelsSplitImDrawList2481 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
ChannelsMergeImDrawList2482 inline void ChannelsMerge() { _Splitter.Merge(this); }
ChannelsSetCurrentImDrawList2483 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2484
2485 // Advanced: Primitives allocations
2486 // - We render triangles (three vertices)
2487 // - All primitives needs to be reserved via PrimReserve() beforehand.
2488 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2489 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2490 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2491 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2492 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);
PrimWriteVtxImDrawList2493 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList2494 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList2495 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2496
2497 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2498 inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
2499 inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
2500 #endif
2501
2502 // [Internal helpers]
2503 IMGUI_API void _ResetForNewFrame();
2504 IMGUI_API void _ClearFreeMemory();
2505 IMGUI_API void _PopUnusedDrawCmd();
2506 IMGUI_API void _TryMergeDrawCmds();
2507 IMGUI_API void _OnChangedClipRect();
2508 IMGUI_API void _OnChangedTextureID();
2509 IMGUI_API void _OnChangedVtxOffset();
2510 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2511 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2512 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2513 };
2514
2515 // All draw data to render a Dear ImGui frame
2516 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2517 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2518 struct ImDrawData
2519 {
2520 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2521 int CmdListsCount; // Number of ImDrawList* to render
2522 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2523 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2524 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2525 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2526 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2527 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
2528
2529 // Functions
ImDrawDataImDrawData2530 ImDrawData() { Clear(); }
ClearImDrawData2531 void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
2532 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!
2533 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
2534 };
2535
2536 //-----------------------------------------------------------------------------
2537 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2538 //-----------------------------------------------------------------------------
2539
2540 struct ImFontConfig
2541 {
2542 void* FontData; // // TTF/OTF data
2543 int FontDataSize; // // TTF/OTF data size
2544 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2545 int FontNo; // 0 // Index of font within TTF/OTF file
2546 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2547 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2548 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2549 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.
2550 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2551 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2552 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.
2553 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2554 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2555 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.
2556 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2557 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.
2558 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2559
2560 // [Internal]
2561 char Name[40]; // Name (strictly to ease debugging)
2562 ImFont* DstFont;
2563
2564 IMGUI_API ImFontConfig();
2565 };
2566
2567 // Hold rendering data for one glyph.
2568 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
2569 struct ImFontGlyph
2570 {
2571 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2572 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2573 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2574 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2575 float X0, Y0, X1, Y1; // Glyph corners
2576 float U0, V0, U1, V1; // Texture coordinates
2577 };
2578
2579 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2580 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2581 struct ImFontGlyphRangesBuilder
2582 {
2583 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2584
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder2585 ImFontGlyphRangesBuilder() { Clear(); }
ClearImFontGlyphRangesBuilder2586 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
GetBitImFontGlyphRangesBuilder2587 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
SetBitImFontGlyphRangesBuilder2588 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
AddCharImFontGlyphRangesBuilder2589 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2590 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2591 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2592 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2593 };
2594
2595 // See ImFontAtlas::AddCustomRectXXX functions.
2596 struct ImFontAtlasCustomRect
2597 {
2598 unsigned short Width, Height; // Input // Desired rectangle dimension
2599 unsigned short X, Y; // Output // Packed position in Atlas
2600 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2601 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2602 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2603 ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRectImFontAtlasCustomRect2604 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
IsPackedImFontAtlasCustomRect2605 bool IsPacked() const { return X != 0xFFFF; }
2606 };
2607
2608 // Flags for ImFontAtlas build
2609 enum ImFontAtlasFlags_
2610 {
2611 ImFontAtlasFlags_None = 0,
2612 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2613 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2614 ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2615 };
2616
2617 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2618 // - One or more fonts.
2619 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
2620 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2621 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2622 // - 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.
2623 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2624 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2625 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2626 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2627 // Common pitfalls:
2628 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2629 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2630 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2631 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2632 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2633 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2634 struct ImFontAtlas
2635 {
2636 IMGUI_API ImFontAtlas();
2637 IMGUI_API ~ImFontAtlas();
2638 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2639 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2640 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2641 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.
2642 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.
2643 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.
2644 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.
2645 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2646 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2647 IMGUI_API void Clear(); // Clear all input and output.
2648
2649 // Build atlas, retrieve pixel data.
2650 // 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().
2651 // The pitch is always = Width * BytesPerPixels (1 or 4)
2652 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2653 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2654 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2655 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2656 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IsBuiltImFontAtlas2657 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
SetTexIDImFontAtlas2658 void SetTexID(ImTextureID id) { TexID = id; }
2659
2660 //-------------------------------------------
2661 // Glyph Ranges
2662 //-------------------------------------------
2663
2664 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2665 // 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.
2666 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2667 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2668 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2669 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2670 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2671 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2672 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2673 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2674 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2675
2676 //-------------------------------------------
2677 // [BETA] Custom Rectangles/Glyphs API
2678 //-------------------------------------------
2679
2680 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2681 // - After calling Build(), you can query the rectangle position and render your pixels.
2682 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2683 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2684 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2685 // - Read docs/FONTS.md for more details about using colorful icons.
2686 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2687 IMGUI_API int AddCustomRectRegular(int width, int height);
2688 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
GetCustomRectByIndexImFontAtlas2689 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2690
2691 // [Internal]
2692 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2693 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2694
2695 //-------------------------------------------
2696 // Members
2697 //-------------------------------------------
2698
2699 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2700 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.
2701 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.
2702 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.
2703 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2704
2705 // [Internal]
2706 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2707 bool TexReady; // Set when texture was built matching current font input
2708 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2709 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2710 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2711 int TexWidth; // Texture width calculated during Build().
2712 int TexHeight; // Texture height calculated during Build().
2713 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2714 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2715 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.
2716 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2717 ImVector<ImFontConfig> ConfigData; // Configuration data
2718 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2719
2720 // [Internal] Font builder
2721 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2722 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2723
2724 // [Internal] Packing data
2725 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2726 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2727
2728 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2729 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2730 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2731 #endif
2732 };
2733
2734 // Font runtime data and rendering
2735 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2736 struct ImFont
2737 {
2738 // Members: Hot ~20/24 bytes (for CalcTextSize)
2739 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2740 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2741 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2742
2743 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2744 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2745 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2746 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2747
2748 // Members: Cold ~32/40 bytes
2749 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2750 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2751 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2752 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
2753 ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
2754 ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
2755 bool DirtyLookupTables; // 1 // out //
2756 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2757 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2758 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2759 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2760
2761 // Methods
2762 IMGUI_API ImFont();
2763 IMGUI_API ~ImFont();
2764 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2765 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2766 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2767 bool IsLoaded() const { return ContainerAtlas != NULL; }
GetDebugNameImFont2768 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2769
2770 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2771 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2772 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
2773 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2774 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2775 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;
2776
2777 // [Internal] Don't use!
2778 IMGUI_API void BuildLookupTable();
2779 IMGUI_API void ClearOutputData();
2780 IMGUI_API void GrowIndex(int new_size);
2781 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2782 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.
2783 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2784 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2785 };
2786
2787 //-----------------------------------------------------------------------------
2788 // [SECTION] Viewports
2789 //-----------------------------------------------------------------------------
2790
2791 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
2792 enum ImGuiViewportFlags_
2793 {
2794 ImGuiViewportFlags_None = 0,
2795 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
2796 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
2797 ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2798 };
2799
2800 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2801 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2802 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2803 // - About Main Area vs Work Area:
2804 // - Main Area = entire viewport.
2805 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2806 // - Windows are generally trying to stay within the Work Area of their host viewport.
2807 struct ImGuiViewport
2808 {
2809 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
2810 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2811 ImVec2 Size; // Main Area: Size of the viewport.
2812 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2813 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2814
ImGuiViewportImGuiViewport2815 ImGuiViewport() { memset(this, 0, sizeof(*this)); }
2816
2817 // Helpers
GetCenterImGuiViewport2818 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
GetWorkCenterImGuiViewport2819 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2820 };
2821
2822 //-----------------------------------------------------------------------------
2823 // [SECTION] Obsolete functions and types
2824 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2825 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2826 //-----------------------------------------------------------------------------
2827
2828 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2829 namespace ImGui
2830 {
2831 // OBSOLETED in 1.85 (from August 2021)
GetWindowContentRegionWidth()2832 static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
2833 // OBSOLETED in 1.81 (from February 2021)
2834 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2835 static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
ListBoxFooter()2836 static inline void ListBoxFooter() { EndListBox(); }
2837 // OBSOLETED in 1.79 (from August 2020)
2838 static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2839 // OBSOLETED in 1.78 (from June 2020)
2840 // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
2841 // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
2842 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2843 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
DragFloat(const char * label,float * v,float v_speed,float v_min,float v_max,const char * format,float power)2844 static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
DragFloat2(const char * label,float v[2],float v_speed,float v_min,float v_max,const char * format,float power)2845 static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
DragFloat3(const char * label,float v[3],float v_speed,float v_min,float v_max,const char * format,float power)2846 static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
DragFloat4(const char * label,float v[4],float v_speed,float v_min,float v_max,const char * format,float power)2847 static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
2848 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
2849 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
SliderFloat(const char * label,float * v,float v_min,float v_max,const char * format,float power)2850 static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
SliderFloat2(const char * label,float v[2],float v_min,float v_max,const char * format,float power)2851 static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
SliderFloat3(const char * label,float v[3],float v_min,float v_max,const char * format,float power)2852 static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
SliderFloat4(const char * label,float v[4],float v_min,float v_max,const char * format,float power)2853 static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
2854 // OBSOLETED in 1.77 (from June 2020)
BeginPopupContextWindow(const char * str_id,ImGuiMouseButton mb,bool over_items)2855 static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
2856 // OBSOLETED in 1.72 (from April 2019)
TreeAdvanceToLabelPos()2857 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
2858 // OBSOLETED in 1.71 (from June 2019)
2859 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
2860 // OBSOLETED in 1.70 (from May 2019)
GetContentRegionAvailWidth()2861 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
2862
2863 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
2864 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
2865 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
2866 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
2867 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
2868 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
2869 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2870 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2871 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2872 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2873 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2874 }
2875
2876 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
2877 typedef ImDrawFlags ImDrawCornerFlags;
2878 enum ImDrawCornerFlags_
2879 {
2880 ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
2881 ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
2882 ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
2883 ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
2884 ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
2885 ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
2886 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
2887 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
2888 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
2889 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
2890 };
2891
2892 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2893
2894 //-----------------------------------------------------------------------------
2895
2896 #if defined(__clang__)
2897 #pragma clang diagnostic pop
2898 #elif defined(__GNUC__)
2899 #pragma GCC diagnostic pop
2900 #endif
2901
2902 #ifdef _MSC_VER
2903 #pragma warning (pop)
2904 #endif
2905
2906 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2907 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2908 #include "imgui_user.h"
2909 #endif
2910
2911 #endif // #ifndef IMGUI_DISABLE
2912