1 // dear imgui, v1.68 WIP
2 // (headers)
3
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8
9 /*
10
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // ImVector<>
17 // ImGuiStyle
18 // ImGuiIO
19 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20 // Obsolete functions
21 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24
25 */
26
27 #pragma once
28
29 // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30 #ifdef IMGUI_USER_CONFIG
31 #include IMGUI_USER_CONFIG
32 #endif
33 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34 #include "imconfig.h"
35 #endif
36
37 //-----------------------------------------------------------------------------
38 // Header mess
39 //-----------------------------------------------------------------------------
40
41 #include <float.h> // FLT_MAX
42 #include <stdarg.h> // va_list
43 #include <stddef.h> // ptrdiff_t, NULL
44 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45
46 // Version
47 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48 #define IMGUI_VERSION "1.68 WIP"
49 #define IMGUI_VERSION_NUM 16800
50 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51
52 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54 #ifndef IMGUI_API
55 #define IMGUI_API
56 #endif
57 #ifndef IMGUI_IMPL_API
58 #define IMGUI_IMPL_API IMGUI_API
59 #endif
60
61 // Helper Macros
62 #ifndef IM_ASSERT
63 #include <assert.h>
64 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
65 #endif
66 #if defined(__clang__) || defined(__GNUC__)
67 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
69 #else
70 #define IM_FMTARGS(FMT)
71 #define IM_FMTLIST(FMT)
72 #endif
73 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
74 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75 #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
76
77 // Warnings
78 #if defined(__clang__)
79 #pragma clang diagnostic push
80 #pragma clang diagnostic ignored "-Wold-style-cast"
81 #if __has_warning("-Wzero-as-null-pointer-constant")
82 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
83 #endif
84 #elif defined(__GNUC__) && __GNUC__ >= 8
85 #pragma GCC diagnostic push
86 #pragma GCC diagnostic ignored "-Wclass-memaccess"
87 #endif
88
89 //-----------------------------------------------------------------------------
90 // Forward declarations and basic types
91 //-----------------------------------------------------------------------------
92
93 struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
94 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
95 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
96 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
97 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
98 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
99 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
100 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
101 struct ImFontConfig; // Configuration data when adding a font or merging fonts
102 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
103 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
104 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
105 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
107 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
108 struct ImGuiListClipper; // Helper to manually clip large list of items
109 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
110 struct ImGuiPayload; // User data payload for drag and drop operations
111 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
112 struct ImGuiStorage; // Helper for key->value storage
113 struct ImGuiStyle; // Runtime data for styling/colors
114 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
115 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
116
117 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
118 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
119 #ifndef ImTextureID
120 typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
121 #endif
122 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
123 typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
124 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
125 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
126 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
127 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
128 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
129 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
130 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
131 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
132 typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
133 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
134 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
135 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
136 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
137 typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
138 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
139 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
140 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
141 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
142 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
143 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
144 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
145 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
146 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
147 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
148 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
149 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
150 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
151
152 // Scalar data types
153 typedef signed int ImS32; // 32-bit signed integer == int
154 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
155 #if defined(_MSC_VER) && !defined(__clang__)
156 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
157 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
158 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
159 #include <stdint.h>
160 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
161 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
162 #else
163 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
164 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
165 #endif
166
167 // 2D vector (often used to store positions, sizes, etc.)
168 struct ImVec2
169 {
170 float x, y;
ImVec2ImVec2171 ImVec2() { x = y = 0.0f; }
ImVec2ImVec2172 ImVec2(float _x, float _y) { x = _x; y = _y; }
173 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
174 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
175 #ifdef IM_VEC2_CLASS_EXTRA
176 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.
177 #endif
178 };
179
180 // 4D vector (often used to store floating-point colors)
181 struct ImVec4
182 {
183 float x, y, z, w;
ImVec4ImVec4184 ImVec4() { x = y = z = w = 0.0f; }
ImVec4ImVec4185 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
186 #ifdef IM_VEC4_CLASS_EXTRA
187 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.
188 #endif
189 };
190
191 //-----------------------------------------------------------------------------
192 // ImGui: Dear ImGui end-user API
193 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
194 //-----------------------------------------------------------------------------
195
196 namespace ImGui
197 {
198 // Context creation and access
199 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
200 // All those functions are not reliant on the current context.
201 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
202 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
203 IMGUI_API ImGuiContext* GetCurrentContext();
204 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
205 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);
206
207 // Main
208 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
209 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
210 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
211 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
212 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
213 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
214
215 // Demo, Debug, Information
216 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
217 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
218 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
219 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)
220 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
221 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
222 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
223 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
224
225 // Styles
226 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
227 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
228 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
229
230 // Windows
231 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
232 // - You may append multiple times to the same window during the same frame.
233 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
234 // which clicking will set the boolean to false when clicked.
235 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
236 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
237 // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
238 // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
239 // - Note that the bottom of window stack always contains a window called "Debug".
240 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
241 IMGUI_API void End();
242
243 // Child Windows
244 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
245 // - 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).
246 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
247 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
248 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
249 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
250 IMGUI_API void EndChild();
251
252 // Windows Utilities
253 // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
254 IMGUI_API bool IsWindowAppearing();
255 IMGUI_API bool IsWindowCollapsed();
256 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
257 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!
258 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
259
260 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
261 IMGUI_API ImVec2 GetWindowSize(); // get current window size
262 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
263 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
264 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
265 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
266 IMGUI_API float GetContentRegionAvailWidth(); //
267 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
268 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
269 IMGUI_API float GetWindowContentRegionWidth(); //
270
271 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.
272 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()
273 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
274 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
275 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
276 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
277 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
278 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.
279 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.
280 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
281 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
282 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
283 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
284 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.
285 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
286 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
287
288 // Windows Scrolling
289 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
290 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
291 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
292 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
293 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
294 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
295 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.
296 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
297
298 // Parameters stacks (shared)
299 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
300 IMGUI_API void PopFont();
301 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
302 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
303 IMGUI_API void PopStyleColor(int count = 1);
304 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
305 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
306 IMGUI_API void PopStyleVar(int count = 1);
307 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.
308 IMGUI_API ImFont* GetFont(); // get current font
309 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
310 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
311 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
312 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
313 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
314
315 // Parameters stacks (current window)
316 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
317 IMGUI_API void PopItemWidth();
318 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
319 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
320 IMGUI_API void PopTextWrapPos();
321 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
322 IMGUI_API void PopAllowKeyboardFocus();
323 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.
324 IMGUI_API void PopButtonRepeat();
325
326 // Cursor / Layout
327 // - By "cursor" we mean the current output position.
328 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
329 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
330 IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
331 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
332 IMGUI_API void Spacing(); // add vertical spacing.
333 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.
334 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
335 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
336 IMGUI_API void BeginGroup(); // lock horizontal starting position
337 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.)
338 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
339 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
340 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
341 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
342 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
343 IMGUI_API void SetCursorPosY(float local_y); //
344 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
345 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
346 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
347 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)
348 IMGUI_API float GetTextLineHeight(); // ~ FontSize
349 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
350 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
351 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
352
353 // ID stack/scopes
354 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
355 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
356 // - The resulting ID are hashes of the entire stack.
357 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
358 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
359 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
360 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
361 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
362 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
363 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
364 IMGUI_API void PopID(); // pop from the ID stack.
365 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
366 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
367 IMGUI_API ImGuiID GetID(const void* ptr_id);
368
369 // Widgets: Text
370 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.
371 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
372 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
373 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
374 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
375 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
376 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
377 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().
378 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
379 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
380 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
381 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
382 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
383
384 // Widgets: Main
385 // - Most widgets return true when the value has been changed or when pressed/selected
386 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
387 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
388 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
389 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
390 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));
391 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
392 IMGUI_API bool Checkbox(const char* label, bool* v);
393 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
394 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
395 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
396 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
397 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
398
399 // Widgets: Combo Box
400 // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
401 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
402 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
403 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
404 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
405 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"
406 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);
407
408 // Widgets: Drags
409 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
410 // - 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
411 // - 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.
412 // - 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).
413 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
414 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
415 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
416 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
417 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
418 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
419 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");
420 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");
421 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");
422 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);
423 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
424 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
425
426 // Widgets: Sliders
427 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
428 // - 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.
429 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
430 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
431 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
432 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
433 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");
434 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
435 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
436 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
437 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
438 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
439 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
440 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
441 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
442 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
443
444 // Widgets: Input with Keyboard
445 // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
446 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
447 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
448 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);
449 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);
450 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
451 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
452 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
453 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
454 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
455 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
456 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
457 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);
458 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
459 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
460
461 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
462 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
463 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
464 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
465 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
466 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
467 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
468 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.
469
470 // Widgets: Trees
471 // - 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.
472 IMGUI_API bool TreeNode(const char* label);
473 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
474 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
475 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
476 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
477 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
478 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
479 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
480 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
481 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
482 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.
483 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
484 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
485 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
486 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
487 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
488 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().
489 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
490
491 // Widgets: Selectables
492 // - A selectable highlights when hovered, and can display another color when selected.
493 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
494 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
495 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.
496
497 // Widgets: List Boxes
498 // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
499 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
500 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);
501 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
502 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
503 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
504
505 // Widgets: Data Plotting
506 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));
507 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));
508 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));
509 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));
510
511 // Widgets: Value() Helpers.
512 // - 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)
513 IMGUI_API void Value(const char* prefix, bool b);
514 IMGUI_API void Value(const char* prefix, int v);
515 IMGUI_API void Value(const char* prefix, unsigned int v);
516 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
517
518 // Widgets: Menus
519 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
520 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
521 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
522 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
523 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
524 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
525 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
526 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
527
528 // Tooltips
529 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
530 IMGUI_API void EndTooltip();
531 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
532 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
533
534 // Popups, Modals
535 // The properties of popups windows are:
536 // - They block normal mouse hovering detection outside them. (*)
537 // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
538 // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
539 // User can manipulate the visibility state by calling OpenPopup().
540 // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
541 // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
542 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
543 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
544 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
545 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
546 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
547 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
548 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
549 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
550 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
551 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
552
553 // Columns
554 // - You can also use SameLine(pos_x) to mimic simplified columns.
555 // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
556 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
557 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
558 IMGUI_API int GetColumnIndex(); // get current column index
559 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
560 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
561 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
562 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
563 IMGUI_API int GetColumnsCount();
564
565 // Tab Bars, Tabs
566 // [BETA API] API may evolve!
567 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
568 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
569 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
570 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
571 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.
572
573 // Logging/Capture
574 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
575 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
576 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
577 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
578 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
579 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
580 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
581
582 // Drag and Drop
583 // [BETA API] API may evolve!
584 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
585 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
586 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
587 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
588 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.
589 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
590 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.
591
592 // Clipping
593 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
594 IMGUI_API void PopClipRect();
595
596 // Focus, Activation
597 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
598 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
599 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.
600
601 // Item/Widgets Utilities
602 // - Most of the functions are referring to the last/previous item we submitted.
603 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
604 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.
605 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)
606 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
607 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
608 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
609 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.
610 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
611 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.
612 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).
613 IMGUI_API bool IsAnyItemHovered();
614 IMGUI_API bool IsAnyItemActive();
615 IMGUI_API bool IsAnyItemFocused();
616 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
617 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
618 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
619 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.
620
621 // Miscellaneous Utilities
622 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
623 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.
624 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
625 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
626 IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
627 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
628 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
629 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)
630 IMGUI_API ImGuiStorage* GetStateStorage();
631 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
632 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.
633 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
634 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
635
636 // Color Utilities
637 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
638 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
639 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
640 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
641
642 // Inputs Utilities
643 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
644 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
645 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
646 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
647 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
648 IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
649 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
650 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
651 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
652 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
653 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
654 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.
655 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
656 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
657 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
658 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
659 IMGUI_API void ResetMouseDragDelta(int button = 0); //
660 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
661 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
662 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.
663 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.
664
665 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
666 IMGUI_API const char* GetClipboardText();
667 IMGUI_API void SetClipboardText(const char* text);
668
669 // Settings/.Ini Utilities
670 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
671 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
672 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
673 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.
674 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
675 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.
676
677 // Memory Utilities
678 // - All those functions are not reliant on the current context.
679 // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
680 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
681 IMGUI_API void* MemAlloc(size_t size);
682 IMGUI_API void MemFree(void* ptr);
683
684 } // namespace ImGui
685
686 //-----------------------------------------------------------------------------
687 // Flags & Enumerations
688 //-----------------------------------------------------------------------------
689
690 // Flags for ImGui::Begin()
691 enum ImGuiWindowFlags_
692 {
693 ImGuiWindowFlags_None = 0,
694 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
695 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
696 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
697 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
698 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.
699 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
700 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
701 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
702 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
703 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
704 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
705 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.
706 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
707 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
708 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
709 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
710 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
711 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
712 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
713 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
714 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
715 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
716 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
717
718 // [Internal]
719 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!)
720 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
721 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
722 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
723 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
724 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
725
726 // [Obsolete]
727 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
728 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
729 };
730
731 // Flags for ImGui::InputText()
732 enum ImGuiInputTextFlags_
733 {
734 ImGuiInputTextFlags_None = 0,
735 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
736 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
737 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
738 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
739 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
740 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
741 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
742 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
743 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
744 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.
745 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
746 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).
747 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
748 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
749 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
750 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
751 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().
752 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
753 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)
754 // [Internal]
755 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
756 };
757
758 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
759 enum ImGuiTreeNodeFlags_
760 {
761 ImGuiTreeNodeFlags_None = 0,
762 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
763 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
764 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
765 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
766 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
767 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
768 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
769 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.
770 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
771 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
772 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().
773 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
774 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
775 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
776 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
777
778 // Obsolete names (will be removed)
779 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
780 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
781 #endif
782 };
783
784 // Flags for ImGui::Selectable()
785 enum ImGuiSelectableFlags_
786 {
787 ImGuiSelectableFlags_None = 0,
788 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
789 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
790 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
791 ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
792 };
793
794 // Flags for ImGui::BeginCombo()
795 enum ImGuiComboFlags_
796 {
797 ImGuiComboFlags_None = 0,
798 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
799 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()
800 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
801 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
802 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
803 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
804 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
805 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
806 };
807
808 // Flags for ImGui::BeginTabBar()
809 enum ImGuiTabBarFlags_
810 {
811 ImGuiTabBarFlags_None = 0,
812 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
813 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
814 ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
815 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.
816 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
817 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
818 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
819 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
820 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
821 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
822 };
823
824 // Flags for ImGui::BeginTabItem()
825 enum ImGuiTabItemFlags_
826 {
827 ImGuiTabItemFlags_None = 0,
828 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
829 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
830 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.
831 ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
832 };
833
834 // Flags for ImGui::IsWindowFocused()
835 enum ImGuiFocusedFlags_
836 {
837 ImGuiFocusedFlags_None = 0,
838 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
839 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
840 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
841 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
842 };
843
844 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
845 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
846 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
847 enum ImGuiHoveredFlags_
848 {
849 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.
850 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
851 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
852 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
853 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
854 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
855 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
856 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
857 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
858 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
859 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
860 };
861
862 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
863 enum ImGuiDragDropFlags_
864 {
865 ImGuiDragDropFlags_None = 0,
866 // BeginDragDropSource() flags
867 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.
868 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.
869 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.
870 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.
871 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
872 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
873 // AcceptDragDropPayload() flags
874 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.
875 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
876 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
877 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
878 };
879
880 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
881 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
882 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
883
884 // A primary data type
885 enum ImGuiDataType_
886 {
887 ImGuiDataType_S32, // int
888 ImGuiDataType_U32, // unsigned int
889 ImGuiDataType_S64, // long long, __int64
890 ImGuiDataType_U64, // unsigned long long, unsigned __int64
891 ImGuiDataType_Float, // float
892 ImGuiDataType_Double, // double
893 ImGuiDataType_COUNT
894 };
895
896 // A cardinal direction
897 enum ImGuiDir_
898 {
899 ImGuiDir_None = -1,
900 ImGuiDir_Left = 0,
901 ImGuiDir_Right = 1,
902 ImGuiDir_Up = 2,
903 ImGuiDir_Down = 3,
904 ImGuiDir_COUNT
905 };
906
907 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
908 enum ImGuiKey_
909 {
910 ImGuiKey_Tab,
911 ImGuiKey_LeftArrow,
912 ImGuiKey_RightArrow,
913 ImGuiKey_UpArrow,
914 ImGuiKey_DownArrow,
915 ImGuiKey_PageUp,
916 ImGuiKey_PageDown,
917 ImGuiKey_Home,
918 ImGuiKey_End,
919 ImGuiKey_Insert,
920 ImGuiKey_Delete,
921 ImGuiKey_Backspace,
922 ImGuiKey_Space,
923 ImGuiKey_Enter,
924 ImGuiKey_Escape,
925 ImGuiKey_A, // for text edit CTRL+A: select all
926 ImGuiKey_C, // for text edit CTRL+C: copy
927 ImGuiKey_V, // for text edit CTRL+V: paste
928 ImGuiKey_X, // for text edit CTRL+X: cut
929 ImGuiKey_Y, // for text edit CTRL+Y: redo
930 ImGuiKey_Z, // for text edit CTRL+Z: undo
931 ImGuiKey_COUNT
932 };
933
934 // Gamepad/Keyboard directional navigation
935 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
936 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
937 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
938 enum ImGuiNavInput_
939 {
940 // Gamepad Mapping
941 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
942 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
943 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
944 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
945 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
946 ImGuiNavInput_DpadRight, //
947 ImGuiNavInput_DpadUp, //
948 ImGuiNavInput_DpadDown, //
949 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
950 ImGuiNavInput_LStickRight, //
951 ImGuiNavInput_LStickUp, //
952 ImGuiNavInput_LStickDown, //
953 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
954 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
955 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
956 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
957
958 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
959 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
960 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
961 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
962 ImGuiNavInput_KeyRight_, // move right
963 ImGuiNavInput_KeyUp_, // move up
964 ImGuiNavInput_KeyDown_, // move down
965 ImGuiNavInput_COUNT,
966 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
967 };
968
969 // Configuration flags stored in io.ConfigFlags. Set by user/application.
970 enum ImGuiConfigFlags_
971 {
972 ImGuiConfigFlags_None = 0,
973 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
974 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
975 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
976 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
977 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
978 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
979
980 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
981 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
982 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
983 };
984
985 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
986 enum ImGuiBackendFlags_
987 {
988 ImGuiBackendFlags_None = 0,
989 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
990 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
991 ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
992 };
993
994 // Enumeration for PushStyleColor() / PopStyleColor()
995 enum ImGuiCol_
996 {
997 ImGuiCol_Text,
998 ImGuiCol_TextDisabled,
999 ImGuiCol_WindowBg, // Background of normal windows
1000 ImGuiCol_ChildBg, // Background of child windows
1001 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1002 ImGuiCol_Border,
1003 ImGuiCol_BorderShadow,
1004 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1005 ImGuiCol_FrameBgHovered,
1006 ImGuiCol_FrameBgActive,
1007 ImGuiCol_TitleBg,
1008 ImGuiCol_TitleBgActive,
1009 ImGuiCol_TitleBgCollapsed,
1010 ImGuiCol_MenuBarBg,
1011 ImGuiCol_ScrollbarBg,
1012 ImGuiCol_ScrollbarGrab,
1013 ImGuiCol_ScrollbarGrabHovered,
1014 ImGuiCol_ScrollbarGrabActive,
1015 ImGuiCol_CheckMark,
1016 ImGuiCol_SliderGrab,
1017 ImGuiCol_SliderGrabActive,
1018 ImGuiCol_Button,
1019 ImGuiCol_ButtonHovered,
1020 ImGuiCol_ButtonActive,
1021 ImGuiCol_Header,
1022 ImGuiCol_HeaderHovered,
1023 ImGuiCol_HeaderActive,
1024 ImGuiCol_Separator,
1025 ImGuiCol_SeparatorHovered,
1026 ImGuiCol_SeparatorActive,
1027 ImGuiCol_ResizeGrip,
1028 ImGuiCol_ResizeGripHovered,
1029 ImGuiCol_ResizeGripActive,
1030 ImGuiCol_Tab,
1031 ImGuiCol_TabHovered,
1032 ImGuiCol_TabActive,
1033 ImGuiCol_TabUnfocused,
1034 ImGuiCol_TabUnfocusedActive,
1035 ImGuiCol_PlotLines,
1036 ImGuiCol_PlotLinesHovered,
1037 ImGuiCol_PlotHistogram,
1038 ImGuiCol_PlotHistogramHovered,
1039 ImGuiCol_TextSelectedBg,
1040 ImGuiCol_DragDropTarget,
1041 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1042 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1043 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1044 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1045 ImGuiCol_COUNT
1046
1047 // Obsolete names (will be removed)
1048 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1049 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
1050 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1051 , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
1052 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1053 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1054 #endif
1055 };
1056
1057 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1058 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1059 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1060 enum ImGuiStyleVar_
1061 {
1062 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1063 ImGuiStyleVar_Alpha, // float Alpha
1064 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1065 ImGuiStyleVar_WindowRounding, // float WindowRounding
1066 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1067 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1068 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1069 ImGuiStyleVar_ChildRounding, // float ChildRounding
1070 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1071 ImGuiStyleVar_PopupRounding, // float PopupRounding
1072 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1073 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1074 ImGuiStyleVar_FrameRounding, // float FrameRounding
1075 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1076 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1077 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1078 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1079 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1080 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1081 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1082 ImGuiStyleVar_GrabRounding, // float GrabRounding
1083 ImGuiStyleVar_TabRounding, // float TabRounding
1084 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1085 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1086 ImGuiStyleVar_COUNT
1087
1088 // Obsolete names (will be removed)
1089 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1090 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1091 #endif
1092 };
1093
1094 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1095 enum ImGuiColorEditFlags_
1096 {
1097 ImGuiColorEditFlags_None = 0,
1098 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1099 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1100 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1101 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1102 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1103 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1104 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1105 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1106 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1107
1108 // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1109 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1110 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1111 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1112 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).
1113 ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1114 ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
1115 ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
1116 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1117 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.
1118 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1119 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1120
1121 // [Internal] Masks
1122 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1123 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1124 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1125 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
1126 };
1127
1128 // Enumeration for GetMouseCursor()
1129 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1130 enum ImGuiMouseCursor_
1131 {
1132 ImGuiMouseCursor_None = -1,
1133 ImGuiMouseCursor_Arrow = 0,
1134 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1135 ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
1136 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1137 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1138 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1139 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1140 ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
1141 ImGuiMouseCursor_COUNT
1142
1143 // Obsolete names (will be removed)
1144 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1145 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1146 #endif
1147 };
1148
1149 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1150 // Represent a condition.
1151 // 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.
1152 enum ImGuiCond_
1153 {
1154 ImGuiCond_Always = 1 << 0, // Set the variable
1155 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1156 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1157 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1158
1159 // Obsolete names (will be removed)
1160 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1161 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1162 #endif
1163 };
1164
1165 //-----------------------------------------------------------------------------
1166 // Helper: ImVector<>
1167 // 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).
1168 // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1169 // 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.
1170 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1171 // 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.
1172 //-----------------------------------------------------------------------------
1173
1174 template<typename T>
1175 struct ImVector
1176 {
1177 int Size;
1178 int Capacity;
1179 T* Data;
1180
1181 // Provide standard typedefs but we don't use them ourselves.
1182 typedef T value_type;
1183 typedef value_type* iterator;
1184 typedef const value_type* const_iterator;
1185
1186 // Constructors, destructor
ImVectorImVector1187 inline ImVector() { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1188 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1189 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1190 inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1191
emptyImVector1192 inline bool empty() const { return Size == 0; }
sizeImVector1193 inline int size() const { return Size; }
size_in_bytesImVector1194 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
capacityImVector1195 inline int capacity() const { return Capacity; }
1196 inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1197 inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1198
clearImVector1199 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
beginImVector1200 inline T* begin() { return Data; }
beginImVector1201 inline const T* begin() const { return Data; }
endImVector1202 inline T* end() { return Data + Size; }
endImVector1203 inline const T* end() const { return Data + Size; }
frontImVector1204 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1205 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1206 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1207 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1208 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; }
1209
_grow_capacityImVector1210 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1211 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1212 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; }
reserveImVector1213 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1214
1215 // 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_backImVector1216 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1217 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1218 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1219 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; }
eraseImVector1220 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_unsortedImVector1221 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; }
insertImVector1222 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; }
containsImVector1223 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
index_from_ptrImVector1224 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; }
1225 };
1226
1227 //-----------------------------------------------------------------------------
1228 // ImGuiStyle
1229 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1230 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1231 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1232 //-----------------------------------------------------------------------------
1233
1234 struct ImGuiStyle
1235 {
1236 float Alpha; // Global alpha applies to everything in ImGui.
1237 ImVec2 WindowPadding; // Padding within a window.
1238 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1239 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).
1240 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1241 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1242 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1243 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).
1244 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1245 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).
1246 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1247 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1248 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).
1249 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1250 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1251 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!
1252 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1253 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1254 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1255 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1256 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1257 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1258 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1259 float TabBorderSize; // Thickness of border around tabs.
1260 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1261 ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1262 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1263 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!
1264 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1265 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1266 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1267 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.
1268 ImVec4 Colors[ImGuiCol_COUNT];
1269
1270 IMGUI_API ImGuiStyle();
1271 IMGUI_API void ScaleAllSizes(float scale_factor);
1272 };
1273
1274 //-----------------------------------------------------------------------------
1275 // ImGuiIO
1276 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1277 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1278 //-----------------------------------------------------------------------------
1279
1280 struct ImGuiIO
1281 {
1282 //------------------------------------------------------------------
1283 // Configuration (fill once) // Default value
1284 //------------------------------------------------------------------
1285
1286 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1287 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1288 ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
1289 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1290 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1291 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1292 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1293 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1294 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1295 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1296 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1297 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1298 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1299 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1300
1301 ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
1302 float FontGlobalScale; // = 1.0f // Global scale all fonts
1303 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1304 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1305 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.
1306
1307 // Miscellaneous options
1308 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1309 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1310 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1311 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1312 bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1313
1314 //------------------------------------------------------------------
1315 // Platform Functions
1316 // (the imgui_impl_xxxx back-end files are setting those up for you)
1317 //------------------------------------------------------------------
1318
1319 // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1320 const char* BackendPlatformName; // = NULL
1321 const char* BackendRendererName; // = NULL
1322 void* BackendPlatformUserData; // = NULL
1323 void* BackendRendererUserData; // = NULL
1324 void* BackendLanguageUserData; // = NULL
1325
1326 // Optional: Access OS clipboard
1327 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1328 const char* (*GetClipboardTextFn)(void* user_data);
1329 void (*SetClipboardTextFn)(void* user_data, const char* text);
1330 void* ClipboardUserData;
1331
1332 // 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)
1333 // (default to use native imm32 api on Windows)
1334 void (*ImeSetInputScreenPosFn)(int x, int y);
1335 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1336
1337 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1339 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1340 void (*RenderDrawListsFn)(ImDrawData* data);
1341 #else
1342 // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1343 void* RenderDrawListsFnUnused;
1344 #endif
1345
1346 //------------------------------------------------------------------
1347 // Input - Fill before calling NewFrame()
1348 //------------------------------------------------------------------
1349
1350 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1351 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1352 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1353 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1354 bool KeyCtrl; // Keyboard modifier pressed: Control
1355 bool KeyShift; // Keyboard modifier pressed: Shift
1356 bool KeyAlt; // Keyboard modifier pressed: Alt
1357 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1358 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).
1359 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1360
1361 // Functions
1362 IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
1363 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1364 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1365
1366 //------------------------------------------------------------------
1367 // Output - Retrieve after calling NewFrame()
1368 //------------------------------------------------------------------
1369
1370 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1371 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1372 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1373 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1374 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1375 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1376 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1377 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1378 int MetricsRenderVertices; // Vertices output during last call to Render()
1379 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1380 int MetricsRenderWindows; // Number of visible windows
1381 int MetricsActiveWindows; // Number of active windows
1382 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1383 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.
1384
1385 //------------------------------------------------------------------
1386 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1387 //------------------------------------------------------------------
1388
1389 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1390 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1391 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1392 bool MouseClicked[5]; // Mouse button went from !Down to Down
1393 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1394 bool MouseReleased[5]; // Mouse button went from Down to !Down
1395 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1396 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1397 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1398 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1399 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1400 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1401 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1402 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1403 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1404 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1405
1406 IMGUI_API ImGuiIO();
1407 };
1408
1409 //-----------------------------------------------------------------------------
1410 // Misc data structures
1411 //-----------------------------------------------------------------------------
1412
1413 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1414 // The callback function should return 0 by default.
1415 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1416 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1417 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1418 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1419 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1420 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1421 struct ImGuiInputTextCallbackData
1422 {
1423 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1424 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1425 void* UserData; // What user passed to InputText() // Read-only
1426
1427 // Arguments for the different callback events
1428 // - 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.
1429 // - 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.
1430 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;
1431 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1432 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1433 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()
1434 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
1435 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1436 int CursorPos; // // Read-write // [Completion,History,Always]
1437 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1438 int SelectionEnd; // // Read-write // [Completion,History,Always]
1439
1440 // Helper functions for text manipulation.
1441 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1442 IMGUI_API ImGuiInputTextCallbackData();
1443 IMGUI_API void DeleteChars(int pos, int bytes_count);
1444 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1445 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1446 };
1447
1448 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1449 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1450 struct ImGuiSizeCallbackData
1451 {
1452 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1453 ImVec2 Pos; // Read-only. Window position, for reference.
1454 ImVec2 CurrentSize; // Read-only. Current window size.
1455 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1456 };
1457
1458 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1459 struct ImGuiPayload
1460 {
1461 // Members
1462 void* Data; // Data (copied and owned by dear imgui)
1463 int DataSize; // Data size
1464
1465 // [Internal]
1466 ImGuiID SourceId; // Source item id
1467 ImGuiID SourceParentId; // Source parent id (if available)
1468 int DataFrameCount; // Data timestamp
1469 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1470 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1471 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1472
ImGuiPayloadImGuiPayload1473 ImGuiPayload() { Clear(); }
ClearImGuiPayload1474 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1475 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1476 bool IsPreview() const { return Preview; }
IsDeliveryImGuiPayload1477 bool IsDelivery() const { return Delivery; }
1478 };
1479
1480 //-----------------------------------------------------------------------------
1481 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1482 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1483 //-----------------------------------------------------------------------------
1484
1485 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1486 namespace ImGui
1487 {
1488 // OBSOLETED in 1.66 (from Sep 2018)
1489 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1490 // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1491 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1492 // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1493 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1494 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1495 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1496 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1497 // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1498 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1499 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1500 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1501 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1502 static inline void ShowTestWindow() { return ShowDemoWindow(); }
IsRootWindowFocused()1503 static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1504 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1505 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1506 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1507 // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1508 IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
IsRootWindowOrAnyChildHovered()1509 static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
AlignFirstTextHeightToWidgets()1510 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1511 static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1512 // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
IsItemHoveredRect()1513 static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
IsPosHoveringAnyWindow(const ImVec2 &)1514 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
IsMouseHoveringAnyWindow()1515 static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
IsMouseHoveringWindow()1516 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1517 }
1518 typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1519 typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1520 #endif
1521
1522 //-----------------------------------------------------------------------------
1523 // Helpers
1524 //-----------------------------------------------------------------------------
1525
1526 // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1527 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1528 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1529 struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1530 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1531 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1532 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1533 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1534 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1535
1536 // 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.
1537 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1538 struct ImGuiOnceUponAFrame
1539 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1540 ImGuiOnceUponAFrame() { RefFrame = -1; }
1541 mutable int RefFrame;
1542 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1543 };
1544
1545 // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1546 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1547 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
1548 #endif
1549
1550 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1551 struct ImGuiTextFilter
1552 {
1553 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1554 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1555 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1556 IMGUI_API void Build();
ClearImGuiTextFilter1557 void Clear() { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1558 bool IsActive() const { return !Filters.empty(); }
1559
1560 // [Internal]
1561 struct TextRange
1562 {
1563 const char* b;
1564 const char* e;
1565
TextRangeImGuiTextFilter::TextRange1566 TextRange() { b = e = NULL; }
TextRangeImGuiTextFilter::TextRange1567 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
beginImGuiTextFilter::TextRange1568 const char* begin() const { return b; }
endImGuiTextFilter::TextRange1569 const char* end () const { return e; }
emptyImGuiTextFilter::TextRange1570 bool empty() const { return b == e; }
1571 IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1572 };
1573 char InputBuf[256];
1574 ImVector<TextRange> Filters;
1575 int CountGrep;
1576 };
1577
1578 // Helper: Growable text buffer for logging/accumulating text
1579 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1580 struct ImGuiTextBuffer
1581 {
1582 ImVector<char> Buf;
1583 static char EmptyString[1];
1584
ImGuiTextBufferImGuiTextBuffer1585 ImGuiTextBuffer() { }
1586 inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1587 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1588 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1589 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1590 bool empty() { return Buf.Size <= 1; }
clearImGuiTextBuffer1591 void clear() { Buf.clear(); }
reserveImGuiTextBuffer1592 void reserve(int capacity) { Buf.reserve(capacity); }
c_strImGuiTextBuffer1593 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1594 IMGUI_API void append(const char* str, const char* str_end = NULL);
1595 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1596 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1597 };
1598
1599 // Helper: Key->Value storage
1600 // Typically you don't have to worry about this since a storage is held within each Window.
1601 // We use it to e.g. store collapse state for a tree (Int 0/1)
1602 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1603 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1604 // - 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).
1605 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1606 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1607 struct ImGuiStorage
1608 {
1609 struct Pair
1610 {
1611 ImGuiID key;
1612 union { int val_i; float val_f; void* val_p; };
PairImGuiStorage::Pair1613 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
PairImGuiStorage::Pair1614 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
PairImGuiStorage::Pair1615 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1616 };
1617 ImVector<Pair> Data;
1618
1619 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1620 // - Set***() functions find pair, insertion on demand if missing.
1621 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1622 void Clear() { Data.clear(); }
1623 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1624 IMGUI_API void SetInt(ImGuiID key, int val);
1625 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1626 IMGUI_API void SetBool(ImGuiID key, bool val);
1627 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1628 IMGUI_API void SetFloat(ImGuiID key, float val);
1629 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1630 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1631
1632 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1633 // - 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.
1634 // - 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)
1635 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1636 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1637 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1638 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1639 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1640
1641 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1642 IMGUI_API void SetAllInt(int val);
1643
1644 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1645 IMGUI_API void BuildSortByKey();
1646 };
1647
1648 // Helper: Manually clip large list of items.
1649 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1650 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1651 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1652 // Usage:
1653 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1654 // while (clipper.Step())
1655 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1656 // ImGui::Text("line number %d", i);
1657 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1658 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1659 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1660 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1661 struct ImGuiListClipper
1662 {
1663 float StartPosY;
1664 float ItemsHeight;
1665 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1666
1667 // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1668 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1669 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1670 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1671 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1672
1673 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1674 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.
1675 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1676 };
1677
1678 // Helpers macros to generate 32-bits encoded colors
1679 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1680 #define IM_COL32_R_SHIFT 16
1681 #define IM_COL32_G_SHIFT 8
1682 #define IM_COL32_B_SHIFT 0
1683 #define IM_COL32_A_SHIFT 24
1684 #define IM_COL32_A_MASK 0xFF000000
1685 #else
1686 #define IM_COL32_R_SHIFT 0
1687 #define IM_COL32_G_SHIFT 8
1688 #define IM_COL32_B_SHIFT 16
1689 #define IM_COL32_A_SHIFT 24
1690 #define IM_COL32_A_MASK 0xFF000000
1691 #endif
1692 #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))
1693 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1694 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1695 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1696
1697 // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1698 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1699 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1700 // **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.
1701 struct ImColor
1702 {
1703 ImVec4 Value;
1704
ImColorImColor1705 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1706 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; }
ImColorImColor1707 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; }
1708 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1709 ImColor(const ImVec4& col) { Value = col; }
ImU32ImColor1710 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1711 inline operator ImVec4() const { return Value; }
1712
1713 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1714 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; }
1715 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); }
1716 };
1717
1718 //-----------------------------------------------------------------------------
1719 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1720 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1721 //-----------------------------------------------------------------------------
1722
1723 // Draw callbacks for advanced uses.
1724 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1725 // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1726 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1727 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1728 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1729
1730 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1731 struct ImDrawCmd
1732 {
1733 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1734 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1735 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1736 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1737 void* UserCallbackData; // The draw callback code can access this.
1738
ImDrawCmdImDrawCmd1739 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1740 };
1741
1742 // Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1743 #ifndef ImDrawIdx
1744 typedef unsigned short ImDrawIdx;
1745 #endif
1746
1747 // Vertex layout
1748 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1749 struct ImDrawVert
1750 {
1751 ImVec2 pos;
1752 ImVec2 uv;
1753 ImU32 col;
1754 };
1755 #else
1756 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1757 // 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.
1758 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1759 // 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.
1760 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1761 #endif
1762
1763 // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1764 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1765 struct ImDrawChannel
1766 {
1767 ImVector<ImDrawCmd> CmdBuffer;
1768 ImVector<ImDrawIdx> IdxBuffer;
1769 };
1770
1771 enum ImDrawCornerFlags_
1772 {
1773 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1774 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1775 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1776 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1777 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1778 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1779 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1780 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1781 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1782 };
1783
1784 enum ImDrawListFlags_
1785 {
1786 ImDrawListFlags_None = 0,
1787 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1788 ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
1789 };
1790
1791 // Draw command list
1792 // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1793 // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1794 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1795 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1796 // 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.
1797 struct ImDrawList
1798 {
1799 // This is what you have to render
1800 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1801 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1802 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1803 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1804
1805 // [Internal, used while building lists]
1806 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1807 const char* _OwnerName; // Pointer to owner window's name for debugging
1808 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1809 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1810 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1811 ImVector<ImVec4> _ClipRectStack; // [Internal]
1812 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1813 ImVector<ImVec2> _Path; // [Internal] current path building
1814 int _ChannelsCurrent; // [Internal] current channel number (0)
1815 int _ChannelsCount; // [Internal] number of active channels (1+)
1816 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1817
1818 // 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)
ImDrawListImDrawList1819 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1820 ~ImDrawList() { ClearFreeMemory(); }
1821 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)
1822 IMGUI_API void PushClipRectFullScreen();
1823 IMGUI_API void PopClipRect();
1824 IMGUI_API void PushTextureID(ImTextureID texture_id);
1825 IMGUI_API void PopTextureID();
GetClipRectMinImDrawList1826 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1827 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1828
1829 // Primitives
1830 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1831 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1832 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1833 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1834 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1835 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1836 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1837 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1838 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1839 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1840 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1841 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);
1842 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1843 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1844 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1845 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1846 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1847 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1848
1849 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1850 inline void PathClear() { _Path.Size = 0; }
PathLineToImDrawList1851 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1852 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1853 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.
1854 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1855 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1856 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1857 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1858 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1859
1860 // Channels
1861 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1862 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1863 IMGUI_API void ChannelsSplit(int channels_count);
1864 IMGUI_API void ChannelsMerge();
1865 IMGUI_API void ChannelsSetCurrent(int channel_index);
1866
1867 // Advanced
1868 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.
1869 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
1870 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1871
1872 // Internal helpers
1873 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1874 IMGUI_API void Clear();
1875 IMGUI_API void ClearFreeMemory();
1876 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1877 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1878 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1879 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);
PrimWriteVtxImDrawList1880 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1881 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1882 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1883 IMGUI_API void UpdateClipRect();
1884 IMGUI_API void UpdateTextureID();
1885 };
1886
1887 // All draw data to render an ImGui frame
1888 // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1889 struct ImDrawData
1890 {
1891 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1892 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1893 int CmdListsCount; // Number of ImDrawList* to render
1894 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1895 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1896 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1897 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1898 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.
1899
1900 // Functions
ImDrawDataImDrawData1901 ImDrawData() { Valid = false; Clear(); }
~ImDrawDataImDrawData1902 ~ImDrawData() { Clear(); }
ClearImDrawData1903 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1904 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!
1905 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 ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1906 };
1907
1908 //-----------------------------------------------------------------------------
1909 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1910 //-----------------------------------------------------------------------------
1911
1912 struct ImFontConfig
1913 {
1914 void* FontData; // // TTF/OTF data
1915 int FontDataSize; // // TTF/OTF data size
1916 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1917 int FontNo; // 0 // Index of font within TTF/OTF file
1918 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1919 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
1920 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1921 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.
1922 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1923 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1924 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.
1925 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1926 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1927 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.
1928 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1929 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.
1930
1931 // [Internal]
1932 char Name[40]; // Name (strictly to ease debugging)
1933 ImFont* DstFont;
1934
1935 IMGUI_API ImFontConfig();
1936 };
1937
1938 struct ImFontGlyph
1939 {
1940 ImWchar Codepoint; // 0x0000..0xFFFF
1941 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1942 float X0, Y0, X1, Y1; // Glyph corners
1943 float U0, V0, U1, V1; // Texture coordinates
1944 };
1945
1946 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1947 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1948 struct ImFontGlyphRangesBuilder
1949 {
1950 ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1951
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder1952 ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
GetBitImFontGlyphRangesBuilder1953 bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
SetBitImFontGlyphRangesBuilder1954 void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
AddCharImFontGlyphRangesBuilder1955 void AddChar(ImWchar c) { SetBit(c); } // Add character
1956 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1957 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1958 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1959 };
1960
1961 enum ImFontAtlasFlags_
1962 {
1963 ImFontAtlasFlags_None = 0,
1964 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1965 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1966 };
1967
1968 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1969 // - One or more fonts.
1970 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
1971 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1972 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1973 // - 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.
1974 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1975 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1976 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1977 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1978 // Common pitfalls:
1979 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1980 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1981 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1982 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1983 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1984 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1985 struct ImFontAtlas
1986 {
1987 IMGUI_API ImFontAtlas();
1988 IMGUI_API ~ImFontAtlas();
1989 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1990 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1991 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1992 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.
1993 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.
1994 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.
1995 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.
1996 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1997 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1998 IMGUI_API void Clear(); // Clear all input and output.
1999
2000 // Build atlas, retrieve pixel data.
2001 // 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().
2002 // The pitch is always = Width * BytesPerPixels (1 or 4)
2003 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2004 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2005 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2006 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2007 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IsBuiltImFontAtlas2008 bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2009 void SetTexID(ImTextureID id) { TexID = id; }
2010
2011 //-------------------------------------------
2012 // Glyph Ranges
2013 //-------------------------------------------
2014
2015 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2016 // 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.
2017 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2018 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2019 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2020 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2021 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2022 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2023 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2024 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2025
2026 //-------------------------------------------
2027 // Custom Rectangles/Glyphs API
2028 //-------------------------------------------
2029
2030 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2031 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2032 struct CustomRect
2033 {
2034 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2035 unsigned short Width, Height; // Input // Desired rectangle dimension
2036 unsigned short X, Y; // Output // Packed position in Atlas
2037 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2038 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
2039 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
CustomRectImFontAtlas::CustomRect2040 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlas::CustomRect2041 bool IsPacked() const { return X != 0xFFFF; }
2042 };
2043
2044 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2045 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2046 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2047
2048 // [Internal]
2049 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2050 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2051
2052 //-------------------------------------------
2053 // Members
2054 //-------------------------------------------
2055
2056 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2057 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2058 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.
2059 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.
2060 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.
2061
2062 // [Internal]
2063 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2064 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2065 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2066 int TexWidth; // Texture width calculated during Build().
2067 int TexHeight; // Texture height calculated during Build().
2068 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2069 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2070 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.
2071 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2072 ImVector<ImFontConfig> ConfigData; // Internal data
2073 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2074
2075 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2076 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
2077 #endif
2078 };
2079
2080 // Font runtime data and rendering
2081 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2082 struct ImFont
2083 {
2084 // Members: Hot ~20/24 bytes (for CalcTextSize)
2085 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).
2086 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2087 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2088
2089 // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2090 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2091 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2092 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2093 ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
2094
2095 // Members: Cold ~32/40 bytes
2096 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2097 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2098 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2099 ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2100 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2101 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2102 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)
2103 bool DirtyLookupTables; // 1 // out //
2104
2105 // Methods
2106 IMGUI_API ImFont();
2107 IMGUI_API ~ImFont();
2108 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2109 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2110 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2111 bool IsLoaded() const { return ContainerAtlas != NULL; }
GetDebugNameImFont2112 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2113
2114 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2115 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2116 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
2117 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2118 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2119 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;
2120
2121 // [Internal] Don't use!
2122 IMGUI_API void BuildLookupTable();
2123 IMGUI_API void ClearOutputData();
2124 IMGUI_API void GrowIndex(int new_size);
2125 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2126 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.
2127 IMGUI_API void SetFallbackChar(ImWchar c);
2128
2129 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2130 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2131 #endif
2132 };
2133
2134 #if defined(__clang__)
2135 #pragma clang diagnostic pop
2136 #elif defined(__GNUC__) && __GNUC__ >= 8
2137 #pragma GCC diagnostic pop
2138 #endif
2139
2140 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2141 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2142 #include "imgui_user.h"
2143 #endif
2144