R-Type  1.0.1.0
Rewrite of the R-Type game with networking ability
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imgui.h
1// dear imgui, v1.89.3
2// (headers)
3
4// Help:
5// - Read FAQ at http://dearimgui.org/faq
6// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8// Read imgui.cpp for details, links and comments.
9
10// Resources:
11// - FAQ http://dearimgui.org/faq
12// - Homepage & latest https://github.com/ocornut/imgui
13// - Releases & changelog https://github.com/ocornut/imgui/releases
14// - Gallery https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
15// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17// - Issues & support https://github.com/ocornut/imgui/issues
18
19// Getting Started?
20// - For first-time users having issues compiling/linking/running or issues loading fonts:
21// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22
23// Library Version
24// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
25#define IMGUI_VERSION "1.89.3"
26#define IMGUI_VERSION_NUM 18930
27#define IMGUI_HAS_TABLE
28
29/*
30
31Index of this file:
32// [SECTION] Header mess
33// [SECTION] Forward declarations and basic types
34// [SECTION] Dear ImGui end-user API functions
35// [SECTION] Flags & Enumerations
36// [SECTION] Helpers: Memory allocations macros, ImVector<>
37// [SECTION] ImGuiStyle
38// [SECTION] ImGuiIO
39// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
40// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
41// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
42// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
43// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
44// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
45// [SECTION] Obsolete functions and types
46
47*/
48
49#pragma once
50
51// Configuration file with compile-time options
52// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
53#ifdef IMGUI_USER_CONFIG
54#include IMGUI_USER_CONFIG
55#endif
56#include "imconfig.h"
57
58#ifndef IMGUI_DISABLE
59
60//-----------------------------------------------------------------------------
61// [SECTION] Header mess
62//-----------------------------------------------------------------------------
63
64// Includes
65#include <float.h> // FLT_MIN, FLT_MAX
66#include <stdarg.h> // va_list, va_start, va_end
67#include <stddef.h> // ptrdiff_t, NULL
68#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
69
70// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
71// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
72// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
73#ifndef IMGUI_API
74#define IMGUI_API
75#endif
76#ifndef IMGUI_IMPL_API
77#define IMGUI_IMPL_API IMGUI_API
78#endif
79
80// Helper Macros
81#ifndef IM_ASSERT
82#include <assert.h>
83#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
84#endif
85#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
86#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
87#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
88#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
89
90// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
91#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
92#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
93#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
94#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
95#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
96#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
97#else
98#define IM_FMTARGS(FMT)
99#define IM_FMTLIST(FMT)
100#endif
101
102// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
103#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
104#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
105#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
106#else
107#define IM_MSVC_RUNTIME_CHECKS_OFF
108#define IM_MSVC_RUNTIME_CHECKS_RESTORE
109#endif
110
111// Warnings
112#ifdef _MSC_VER
113#pragma warning (push)
114#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
115#endif
116#if defined(__clang__)
117#pragma clang diagnostic push
118#pragma clang diagnostic ignored "-Wold-style-cast"
119#if __has_warning("-Wzero-as-null-pointer-constant")
120#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
121#endif
122#elif defined(__GNUC__)
123#pragma GCC diagnostic push
124#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
125#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
126#endif
127
128//-----------------------------------------------------------------------------
129// [SECTION] Forward declarations and basic types
130//-----------------------------------------------------------------------------
131
132// Forward declarations
133struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
134struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
135struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
136struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
137struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
138struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
139struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
140struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
141struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
142struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
143struct ImFontConfig; // Configuration data when adding a font or merging fonts
144struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
145struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
146struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
147struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
148struct ImGuiIO; // Main configuration and I/O between your application and ImGui
149struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
150struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
151struct ImGuiListClipper; // Helper to manually clip large list of items
152struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
153struct ImGuiPayload; // User data payload for drag and drop operations
154struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
155struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
156struct ImGuiStorage; // Helper for key->value storage
157struct ImGuiStyle; // Runtime data for styling/colors
158struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
159struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
160struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
161struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
162struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
163
164// Enumerations
165// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
166// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
167// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
168// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
169enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
170typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
171typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
172typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
173typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
174typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
175typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
176typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
177typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
178typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
179
180// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
181// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
182// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
183// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
184typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
185typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
186typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
187typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
188typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
189typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
190typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
191typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
192typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
193typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
194typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
195typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
196typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
197typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
198typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
199typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
200typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
201typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
202typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
203typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
204typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
205typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
206typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
207typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
208
209// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
210// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
211// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
212#ifndef ImTextureID
213typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
214#endif
215
216// ImDrawIdx: vertex index. [Compile-time configurable type]
217// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
218// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
219#ifndef ImDrawIdx
220typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
221#endif
222
223// Scalar data types
224typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
225typedef signed char ImS8; // 8-bit signed integer
226typedef unsigned char ImU8; // 8-bit unsigned integer
227typedef signed short ImS16; // 16-bit signed integer
228typedef unsigned short ImU16; // 16-bit unsigned integer
229typedef signed int ImS32; // 32-bit signed integer == int
230typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
231typedef signed long long ImS64; // 64-bit signed integer
232typedef unsigned long long ImU64; // 64-bit unsigned integer
233
234// Character types
235// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
236typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
237typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
238#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
239typedef ImWchar32 ImWchar;
240#else
241typedef ImWchar16 ImWchar;
242#endif
243
244// Callback and functions types
245typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
246typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
247typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
248typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
249
250// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
251// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
252IM_MSVC_RUNTIME_CHECKS_OFF
253struct ImVec2
254{
255 float x, y;
256 constexpr ImVec2() : x(0.0f), y(0.0f) { }
257 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
258 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
259 float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
260#ifdef IM_VEC2_CLASS_EXTRA
261 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.
262#endif
263};
264
265// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
266struct ImVec4
267{
268 float x, y, z, w;
269 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
270 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
271#ifdef IM_VEC4_CLASS_EXTRA
272 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.
273#endif
274};
275IM_MSVC_RUNTIME_CHECKS_RESTORE
276
277//-----------------------------------------------------------------------------
278// [SECTION] Dear ImGui end-user API functions
279// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
280//-----------------------------------------------------------------------------
281
282namespace ImGui
283{
284 // Context creation and access
285 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
286 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
287 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
288 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
289 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
290 IMGUI_API ImGuiContext* GetCurrentContext();
291 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
292
293 // Main
294 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
295 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
296 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
297 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
298 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
299 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
300
301 // Demo, Debug, Information
302 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
303 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
304 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
305 IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
306 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
307 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)
308 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
309 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
310 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
311 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
312
313 // Styles
314 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
315 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
316 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
317
318 // Windows
319 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
320 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
321 // which clicking will set the boolean to false when clicked.
322 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
323 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
324 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
325 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
326 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
327 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
328 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
329 // - Note that the bottom of window stack always contains a window called "Debug".
330 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
331 IMGUI_API void End();
332
333 // Child Windows
334 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
335 // - 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).
336 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
337 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
338 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
339 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
340 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
341 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
342 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
343 IMGUI_API void EndChild();
344
345 // Windows Utilities
346 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
347 IMGUI_API bool IsWindowAppearing();
348 IMGUI_API bool IsWindowCollapsed();
349 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
350 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!
351 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
352 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
353 IMGUI_API ImVec2 GetWindowSize(); // get current window size
354 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
355 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
356
357 // Window manipulation
358 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
359 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.
360 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()
361 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
362 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
363 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
364 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
365 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
366 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
367 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.
368 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.
369 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
370 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
371 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
372 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
373 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.
374 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
375 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
376
377 // Content region
378 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
379 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
380 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
381 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
382 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
383 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
384
385 // Windows Scrolling
386 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
387 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
388 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
389 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
390 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
391 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
392 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
393 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
394 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
395 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.
396 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
397 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
398
399 // Parameters stacks (shared)
400 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
401 IMGUI_API void PopFont();
402 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
403 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
404 IMGUI_API void PopStyleColor(int count = 1);
405 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
406 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
407 IMGUI_API void PopStyleVar(int count = 1);
408 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
409 IMGUI_API void PopAllowKeyboardFocus();
410 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.
411 IMGUI_API void PopButtonRepeat();
412
413 // Parameters stacks (current window)
414 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
415 IMGUI_API void PopItemWidth();
416 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
417 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
418 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
419 IMGUI_API void PopTextWrapPos();
420
421 // Style read access
422 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
423 IMGUI_API ImFont* GetFont(); // get current font
424 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
425 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
426 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
427 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
428 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
429 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.
430
431 // Cursor / Layout
432 // - By "cursor" we mean the current output position.
433 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
434 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
435 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
436 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
437 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
438 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
439 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
440 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
441 IMGUI_API void Spacing(); // add vertical spacing.
442 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.
443 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
444 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
445 IMGUI_API void BeginGroup(); // lock horizontal starting position
446 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.)
447 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
448 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
449 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
450 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
451 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
452 IMGUI_API void SetCursorPosY(float local_y); //
453 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
454 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
455 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
456 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)
457 IMGUI_API float GetTextLineHeight(); // ~ FontSize
458 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
459 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
460 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
461
462 // ID stack/scopes
463 // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
464 // - Those questions are answered and impacted by understanding of the ID stack system:
465 // - "Q: Why is my widget not reacting when I click on it?"
466 // - "Q: How can I have widgets with an empty label?"
467 // - "Q: How can I have multiple widgets with the same label?"
468 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
469 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
470 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
471 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
472 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
473 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
474 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
475 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
476 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
477 IMGUI_API void PopID(); // pop from the ID stack.
478 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
479 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
480 IMGUI_API ImGuiID GetID(const void* ptr_id);
481
482 // Widgets: Text
483 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.
484 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
485 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
486 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
487 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
488 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
489 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
490 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().
491 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
492 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
493 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
494 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
495 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
496 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
497
498 // Widgets: Main
499 // - Most widgets return true when the value has been changed or when pressed/selected
500 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
501 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
502 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
503 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
504 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
505 IMGUI_API bool Checkbox(const char* label, bool* v);
506 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
507 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
508 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
509 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
510 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
511 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
512
513 // Widgets: Images
514 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
515 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));
516 IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
517
518 // Widgets: Combo Box (Dropdown)
519 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
520 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
521 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
522 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
523 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
524 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"
525 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);
526
527 // Widgets: Drag Sliders
528 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
529 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
530 // 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
531 // - 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.
532 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
533 // - 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).
534 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
535 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
536 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
537 // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
538 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
539 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
540 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
541 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
542 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
543 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
544 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
545 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
546 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
547 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
548 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
549 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
550 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
551
552 // Widgets: Regular Sliders
553 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
554 // - 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.
555 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
556 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
557 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
558 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
559 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
560 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
561 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
562 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
563 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
564 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
565 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
566 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
567 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
568 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
569 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
570 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
571 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
572
573 // Widgets: Input with Keyboard
574 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
575 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
576 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
577 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);
578 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
579 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);
580 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
581 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
582 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
583 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
584 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
585 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
586 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
587 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);
588 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
589 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
590
591 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
592 // - 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.
593 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
594 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
595 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
596 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
597 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
598 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
599 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.
600
601 // Widgets: Trees
602 // - 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.
603 IMGUI_API bool TreeNode(const char* label);
604 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
605 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
606 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
607 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
608 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
609 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
610 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
611 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
612 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
613 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.
614 IMGUI_API void TreePush(const void* ptr_id); // "
615 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
616 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
617 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().
618 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
619 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
620
621 // Widgets: Selectables
622 // - A selectable highlights when hovered, and can display another color when selected.
623 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
624 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
625 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.
626
627 // Widgets: List Boxes
628 // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
629 // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
630 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
631 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
632 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
633 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
634 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
635 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
636 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);
637
638 // Widgets: Data Plotting
639 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
640 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));
641 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));
642 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));
643 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));
644
645 // Widgets: Value() Helpers.
646 // - 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)
647 IMGUI_API void Value(const char* prefix, bool b);
648 IMGUI_API void Value(const char* prefix, int v);
649 IMGUI_API void Value(const char* prefix, unsigned int v);
650 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
651
652 // Widgets: Menus
653 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
654 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
655 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
656 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
657 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
658 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
659 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
660 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
661 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
662 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
663 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
664 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
665
666 // Tooltips
667 // - Tooltip are windows following the mouse. They do not take focus away.
668 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
669 IMGUI_API void EndTooltip();
670 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
671 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
672
673 // Popups, Modals
674 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
675 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
676 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
677 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
678 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
679 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
680 // This is sometimes leading to confusing mistakes. May rework this in the future.
681
682 // Popups: begin/end functions
683 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
684 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
685 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.
686 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
687 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
688
689 // Popups: open/close functions
690 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
691 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
692 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
693 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
694 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
695 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
696 // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
697 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
698 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
699 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
700 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
701
702 // Popups: open+begin combined functions helpers
703 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
704 // - They are convenient to easily create context menus, hence the name.
705 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
706 // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
707 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
708 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
709 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
710
711 // Popups: query functions
712 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
713 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
714 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
715 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
716
717 // Tables
718 // - Full-featured replacement for old Columns API.
719 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
720 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
721 // The typical call flow is:
722 // - 1. Call BeginTable(), early out if returning false.
723 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
724 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
725 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
726 // - 5. Populate contents:
727 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
728 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
729 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
730 // TableNextColumn() will automatically wrap-around into the next row if needed.
731 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
732 // - Summary of possible call flow:
733 // --------------------------------------------------------------------------------------------------------
734 // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
735 // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
736 // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
737 // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
738 // --------------------------------------------------------------------------------------------------------
739 // - 5. Call EndTable()
740 IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
741 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
742 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
743 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
744 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
745
746 // Tables: Headers & Columns declaration
747 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
748 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
749 // Headers are required to perform: reordering, sorting, and opening the context menu.
750 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
751 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
752 // some advanced use cases (e.g. adding custom widgets in header row).
753 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
754 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
755 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
756 IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
757 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
758
759 // Tables: Sorting & Miscellaneous functions
760 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
761 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
762 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
763 // else you may wastefully sort your data every frame!
764 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
765 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
766 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
767 IMGUI_API int TableGetColumnIndex(); // return current column index.
768 IMGUI_API int TableGetRowIndex(); // return current row index.
769 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
770 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
771 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
772 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
773
774 // Legacy Columns API (prefer using Tables!)
775 // - You can also use SameLine(pos_x) to mimic simplified columns.
776 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
777 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
778 IMGUI_API int GetColumnIndex(); // get current column index
779 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
780 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
781 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
782 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
783 IMGUI_API int GetColumnsCount();
784
785 // Tab Bars, Tabs
786 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
787 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
788 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
789 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
790 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
791 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
792 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
793
794 // Logging/Capture
795 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
796 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
797 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
798 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
799 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
800 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
801 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
802 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
803
804 // Drag and Drop
805 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
806 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
807 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
808 // - An item can be both drag source and drop target.
809 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
810 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
811 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
812 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
813 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
814 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
815 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
816
817 // Disabling [BETA API]
818 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
819 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
820 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
821 IMGUI_API void BeginDisabled(bool disabled = true);
822 IMGUI_API void EndDisabled();
823
824 // Clipping
825 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
826 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
827 IMGUI_API void PopClipRect();
828
829 // Focus, Activation
830 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
831 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
832 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
833
834 // Item/Widgets Utilities and Query Functions
835 // - Most of the functions are referring to the previous Item that has been submitted.
836 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
837 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
838 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
839 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
840 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
841 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
842 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
843 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
844 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
845 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
846 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
847 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
848 IMGUI_API bool IsAnyItemActive(); // is any item active?
849 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
850 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
851 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
852 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
853 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
854 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.
855
856 // Viewports
857 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
858 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
859 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
860 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
861
862 // Background/Foreground Draw Lists
863 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
864 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
865
866 // Miscellaneous Utilities
867 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
868 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.
869 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
870 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
871 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
872 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
873 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)
874 IMGUI_API ImGuiStorage* GetStateStorage();
875 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
876 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
877
878 // Text Utilities
879 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
880
881 // Color Utilities
882 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
883 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
884 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
885 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
886
887 // Inputs Utilities: Keyboard/Mouse/Gamepad
888 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
889 // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
890 // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
891 // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
892 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
893 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
894 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
895 IMGUI_API int GetKeyPressedAmount(ImGuiKey key, 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
896 IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
897 IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
898
899 // Inputs Utilities: Mouse specific
900 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
901 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
902 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
903 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
904 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
905 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
906 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
907 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
908 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.
909 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
910 IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
911 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
912 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
913 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
914 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
915 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
916 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: 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
917 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
918 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
919
920 // Clipboard Utilities
921 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
922 IMGUI_API const char* GetClipboardText();
923 IMGUI_API void SetClipboardText(const char* text);
924
925 // Settings/.Ini Utilities
926 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
927 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
928 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
929 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
930 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.
931 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
932 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.
933
934 // Debug Utilities
935 IMGUI_API void DebugTextEncoding(const char* text);
936 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
937
938 // Memory Allocators
939 // - Those functions are not reliant on the current context.
940 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
941 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
942 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
943 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
944 IMGUI_API void* MemAlloc(size_t size);
945 IMGUI_API void MemFree(void* ptr);
946
947} // namespace ImGui
948
949//-----------------------------------------------------------------------------
950// [SECTION] Flags & Enumerations
951//-----------------------------------------------------------------------------
952
953// Flags for ImGui::Begin()
954// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
955enum ImGuiWindowFlags_
956{
957 ImGuiWindowFlags_None = 0,
958 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
959 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
960 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
961 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
962 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.
963 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
964 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
965 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
966 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
967 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
968 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
969 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.
970 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
971 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
972 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
973 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
974 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
975 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
976 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
977 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
978 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
979 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
980 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
981
982 // [Internal]
983 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
984 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
985 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
986 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
987 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
988 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
989};
990
991// Flags for ImGui::InputText()
992// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
993enum ImGuiInputTextFlags_
994{
995 ImGuiInputTextFlags_None = 0,
996 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
997 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
998 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
999 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
1000 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
1001 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1002 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
1003 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1004 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1005 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.
1006 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1007 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).
1008 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1009 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1010 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1011 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1012 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().
1013 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1014 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)
1015 ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1016 ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1017
1018 // Obsolete names (will be removed soon)
1019#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1020 ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1021#endif
1022};
1023
1024// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1025enum ImGuiTreeNodeFlags_
1026{
1027 ImGuiTreeNodeFlags_None = 0,
1028 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1029 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1030 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1031 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1032 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1033 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1034 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1035 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.
1036 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1037 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
1038 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().
1039 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
1040 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1041 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1042 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1043 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1044};
1045
1046// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1047// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1048// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1049// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1050// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1051// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1052// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1053// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1054enum ImGuiPopupFlags_
1055{
1056 ImGuiPopupFlags_None = 0,
1057 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1058 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1059 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1060 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1061 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1062 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1063 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1064 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1065 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1066 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1067};
1068
1069// Flags for ImGui::Selectable()
1070enum ImGuiSelectableFlags_
1071{
1072 ImGuiSelectableFlags_None = 0,
1073 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1074 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
1075 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1076 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1077 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1078};
1079
1080// Flags for ImGui::BeginCombo()
1081enum ImGuiComboFlags_
1082{
1083 ImGuiComboFlags_None = 0,
1084 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1085 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()
1086 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1087 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1088 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1089 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1090 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1091 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1092};
1093
1094// Flags for ImGui::BeginTabBar()
1095enum ImGuiTabBarFlags_
1096{
1097 ImGuiTabBarFlags_None = 0,
1098 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1099 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1100 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1101 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.
1102 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1103 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1104 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1105 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1106 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1107 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1108};
1109
1110// Flags for ImGui::BeginTabItem()
1111enum ImGuiTabItemFlags_
1112{
1113 ImGuiTabItemFlags_None = 0,
1114 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1115 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1116 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.
1117 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1118 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1119 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1120 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1121 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1122};
1123
1124// Flags for ImGui::BeginTable()
1125// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1126// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1127// - The DEFAULT sizing policies are:
1128// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1129// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1130// - When ScrollX is off:
1131// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1132// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1133// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1134// - Stretch Columns will share the remaining width according to their respective weight.
1135// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1136// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1137// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1138// - When ScrollX is on:
1139// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1140// - Columns sizing policy allowed: Fixed/Auto mostly.
1141// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1142// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1143// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1144// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1145// - Read on documentation at the top of imgui_tables.cpp for details.
1146enum ImGuiTableFlags_
1147{
1148 // Features
1149 ImGuiTableFlags_None = 0,
1150 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1151 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1152 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1153 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1154 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1155 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1156 // Decorations
1157 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1158 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1159 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1160 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1161 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1162 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1163 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1164 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1165 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1166 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1167 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1168 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1169 // Sizing Policy (read above for defaults)
1170 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1171 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1172 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1173 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1174 // Sizing Extra Options
1175 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1176 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1177 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1178 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1179 // Clipping
1180 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1181 // Padding
1182 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1183 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1184 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1185 // Scrolling
1186 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1187 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1188 // Sorting
1189 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1190 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1191
1192 // [Internal] Combinations and masks
1193 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1194};
1195
1196// Flags for ImGui::TableSetupColumn()
1197enum ImGuiTableColumnFlags_
1198{
1199 // Input configuration flags
1200 ImGuiTableColumnFlags_None = 0,
1201 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1202 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1203 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1204 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1205 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1206 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1207 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1208 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1209 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1210 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1211 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1212 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1213 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
1214 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1215 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1216 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1217 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1218 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1219
1220 // Output status flags, read-only via TableGetColumnFlags()
1221 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1222 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1223 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1224 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1225
1226 // [Internal] Combinations and masks
1227 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1228 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1229 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1230 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1231};
1232
1233// Flags for ImGui::TableNextRow()
1234enum ImGuiTableRowFlags_
1235{
1236 ImGuiTableRowFlags_None = 0,
1237 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1238};
1239
1240// Enum for ImGui::TableSetBgColor()
1241// Background colors are rendering in 3 layers:
1242// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1243// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1244// - Layer 2: draw with CellBg color if set.
1245// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
1246// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1247// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1248// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1249enum ImGuiTableBgTarget_
1250{
1251 ImGuiTableBgTarget_None = 0,
1252 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1253 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1254 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1255};
1256
1257// Flags for ImGui::IsWindowFocused()
1258enum ImGuiFocusedFlags_
1259{
1260 ImGuiFocusedFlags_None = 0,
1261 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1262 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1263 ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1264 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1265 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1266 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1267};
1268
1269// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1270// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1271// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1272enum ImGuiHoveredFlags_
1273{
1274 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.
1275 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1276 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1277 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1278 ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1279 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1280 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1281 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1282 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1283 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
1284 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
1285 ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse.
1286 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1287 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1288
1289 // Hovering delays (for tooltips)
1290 ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec)
1291 ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec)
1292 ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1293};
1294
1295// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1296enum ImGuiDragDropFlags_
1297{
1298 ImGuiDragDropFlags_None = 0,
1299 // BeginDragDropSource() flags
1300 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1301 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 disables this behavior so you can still call IsItemHovered() on the source item.
1302 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.
1303 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.
1304 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1305 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1306 // AcceptDragDropPayload() flags
1307 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.
1308 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1309 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1310 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1311};
1312
1313// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1314#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1315#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1316
1317// A primary data type
1318enum ImGuiDataType_
1319{
1320 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1321 ImGuiDataType_U8, // unsigned char
1322 ImGuiDataType_S16, // short
1323 ImGuiDataType_U16, // unsigned short
1324 ImGuiDataType_S32, // int
1325 ImGuiDataType_U32, // unsigned int
1326 ImGuiDataType_S64, // long long / __int64
1327 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1328 ImGuiDataType_Float, // float
1329 ImGuiDataType_Double, // double
1330 ImGuiDataType_COUNT
1331};
1332
1333// A cardinal direction
1334enum ImGuiDir_
1335{
1336 ImGuiDir_None = -1,
1337 ImGuiDir_Left = 0,
1338 ImGuiDir_Right = 1,
1339 ImGuiDir_Up = 2,
1340 ImGuiDir_Down = 3,
1341 ImGuiDir_COUNT
1342};
1343
1344// A sorting direction
1345enum ImGuiSortDirection_
1346{
1347 ImGuiSortDirection_None = 0,
1348 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1349 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1350};
1351
1352// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1353// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1354// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1355// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1356enum ImGuiKey : int
1357{
1358 // Keyboard
1359 ImGuiKey_None = 0,
1360 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1361 ImGuiKey_LeftArrow,
1362 ImGuiKey_RightArrow,
1363 ImGuiKey_UpArrow,
1364 ImGuiKey_DownArrow,
1365 ImGuiKey_PageUp,
1366 ImGuiKey_PageDown,
1367 ImGuiKey_Home,
1368 ImGuiKey_End,
1369 ImGuiKey_Insert,
1370 ImGuiKey_Delete,
1371 ImGuiKey_Backspace,
1372 ImGuiKey_Space,
1373 ImGuiKey_Enter,
1374 ImGuiKey_Escape,
1375 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1376 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1377 ImGuiKey_Menu,
1378 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1379 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1380 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1381 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1382 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1383 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1384 ImGuiKey_Apostrophe, // '
1385 ImGuiKey_Comma, // ,
1386 ImGuiKey_Minus, // -
1387 ImGuiKey_Period, // .
1388 ImGuiKey_Slash, // /
1389 ImGuiKey_Semicolon, // ;
1390 ImGuiKey_Equal, // =
1391 ImGuiKey_LeftBracket, // [
1392 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1393 ImGuiKey_RightBracket, // ]
1394 ImGuiKey_GraveAccent, // `
1395 ImGuiKey_CapsLock,
1396 ImGuiKey_ScrollLock,
1397 ImGuiKey_NumLock,
1398 ImGuiKey_PrintScreen,
1399 ImGuiKey_Pause,
1400 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1401 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1402 ImGuiKey_KeypadDecimal,
1403 ImGuiKey_KeypadDivide,
1404 ImGuiKey_KeypadMultiply,
1405 ImGuiKey_KeypadSubtract,
1406 ImGuiKey_KeypadAdd,
1407 ImGuiKey_KeypadEnter,
1408 ImGuiKey_KeypadEqual,
1409
1410 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1411 // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
1412 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1413 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1414 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1415 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1416 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1417 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1418 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1419 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1420 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1421 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1422 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1423 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1424 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1425 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1426 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1427 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1428 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1429 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1430 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1431 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1432 ImGuiKey_GamepadRStickLeft, // [Analog]
1433 ImGuiKey_GamepadRStickRight, // [Analog]
1434 ImGuiKey_GamepadRStickUp, // [Analog]
1435 ImGuiKey_GamepadRStickDown, // [Analog]
1436
1437 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1438 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1439 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1440
1441 // [Internal] Reserved for mod storage
1442 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1443 ImGuiKey_COUNT,
1444
1445 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1446 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1447 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1448 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1449 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1450 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1451 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1452 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1453 ImGuiMod_None = 0,
1454 ImGuiMod_Ctrl = 1 << 12, // Ctrl
1455 ImGuiMod_Shift = 1 << 13, // Shift
1456 ImGuiMod_Alt = 1 << 14, // Option/Menu
1457 ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
1458 ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
1459 ImGuiMod_Mask_ = 0xF800, // 5-bits
1460
1461 // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1462 // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1463 ImGuiKey_NamedKey_BEGIN = 512,
1464 ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1465 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1466#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1467 ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1468 ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
1469#else
1470 ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1471 ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
1472#endif
1473
1474#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1475 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1476 ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1477#endif
1478};
1479
1480#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1481// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1482// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1483// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1484enum ImGuiNavInput
1485{
1486 ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1487 ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1488 ImGuiNavInput_COUNT,
1489};
1490#endif
1491
1492// Configuration flags stored in io.ConfigFlags. Set by user/application.
1493enum ImGuiConfigFlags_
1494{
1495 ImGuiConfigFlags_None = 0,
1496 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag.
1497 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1498 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1499 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1500 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1501 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1502
1503 // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1504 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1505 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1506};
1507
1508// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1509enum ImGuiBackendFlags_
1510{
1511 ImGuiBackendFlags_None = 0,
1512 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1513 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1514 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1515 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1516};
1517
1518// Enumeration for PushStyleColor() / PopStyleColor()
1519enum ImGuiCol_
1520{
1521 ImGuiCol_Text,
1522 ImGuiCol_TextDisabled,
1523 ImGuiCol_WindowBg, // Background of normal windows
1524 ImGuiCol_ChildBg, // Background of child windows
1525 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1526 ImGuiCol_Border,
1527 ImGuiCol_BorderShadow,
1528 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1529 ImGuiCol_FrameBgHovered,
1530 ImGuiCol_FrameBgActive,
1531 ImGuiCol_TitleBg,
1532 ImGuiCol_TitleBgActive,
1533 ImGuiCol_TitleBgCollapsed,
1534 ImGuiCol_MenuBarBg,
1535 ImGuiCol_ScrollbarBg,
1536 ImGuiCol_ScrollbarGrab,
1537 ImGuiCol_ScrollbarGrabHovered,
1538 ImGuiCol_ScrollbarGrabActive,
1539 ImGuiCol_CheckMark,
1540 ImGuiCol_SliderGrab,
1541 ImGuiCol_SliderGrabActive,
1542 ImGuiCol_Button,
1543 ImGuiCol_ButtonHovered,
1544 ImGuiCol_ButtonActive,
1545 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1546 ImGuiCol_HeaderHovered,
1547 ImGuiCol_HeaderActive,
1548 ImGuiCol_Separator,
1549 ImGuiCol_SeparatorHovered,
1550 ImGuiCol_SeparatorActive,
1551 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1552 ImGuiCol_ResizeGripHovered,
1553 ImGuiCol_ResizeGripActive,
1554 ImGuiCol_Tab, // TabItem in a TabBar
1555 ImGuiCol_TabHovered,
1556 ImGuiCol_TabActive,
1557 ImGuiCol_TabUnfocused,
1558 ImGuiCol_TabUnfocusedActive,
1559 ImGuiCol_PlotLines,
1560 ImGuiCol_PlotLinesHovered,
1561 ImGuiCol_PlotHistogram,
1562 ImGuiCol_PlotHistogramHovered,
1563 ImGuiCol_TableHeaderBg, // Table header background
1564 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1565 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1566 ImGuiCol_TableRowBg, // Table row background (even rows)
1567 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1568 ImGuiCol_TextSelectedBg,
1569 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1570 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1571 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1572 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1573 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1574 ImGuiCol_COUNT
1575};
1576
1577// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1578// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1579// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1580// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1581// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1582// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1583// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1584enum ImGuiStyleVar_
1585{
1586 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1587 ImGuiStyleVar_Alpha, // float Alpha
1588 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1589 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1590 ImGuiStyleVar_WindowRounding, // float WindowRounding
1591 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1592 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1593 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1594 ImGuiStyleVar_ChildRounding, // float ChildRounding
1595 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1596 ImGuiStyleVar_PopupRounding, // float PopupRounding
1597 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1598 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1599 ImGuiStyleVar_FrameRounding, // float FrameRounding
1600 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1601 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1602 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1603 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1604 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1605 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1606 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1607 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1608 ImGuiStyleVar_GrabRounding, // float GrabRounding
1609 ImGuiStyleVar_TabRounding, // float TabRounding
1610 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1611 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1612 ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize
1613 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1614 ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding
1615 ImGuiStyleVar_COUNT
1616};
1617
1618// Flags for InvisibleButton() [extended in imgui_internal.h]
1619enum ImGuiButtonFlags_
1620{
1621 ImGuiButtonFlags_None = 0,
1622 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1623 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1624 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1625
1626 // [Internal]
1627 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1628 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1629};
1630
1631// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1632enum ImGuiColorEditFlags_
1633{
1634 ImGuiColorEditFlags_None = 0,
1635 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1636 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1637 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1638 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1639 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1640 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1641 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1642 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1643 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1644 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1645
1646 // User Options (right-click on widget to change some of them).
1647 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1648 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1649 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1650 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).
1651 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1652 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1653 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1654 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1655 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.
1656 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1657 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1658 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1659 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1660
1661 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1662 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1663 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1664
1665 // [Internal] Masks
1666 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1667 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1668 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1669 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1670
1671 // Obsolete names (will be removed)
1672 // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1673};
1674
1675// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1676// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1677// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1678enum ImGuiSliderFlags_
1679{
1680 ImGuiSliderFlags_None = 0,
1681 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1682 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1683 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1684 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1685 ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1686
1687 // Obsolete names (will be removed)
1688#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1689 ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1690#endif
1691};
1692
1693// Identify a mouse button.
1694// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1695enum ImGuiMouseButton_
1696{
1697 ImGuiMouseButton_Left = 0,
1698 ImGuiMouseButton_Right = 1,
1699 ImGuiMouseButton_Middle = 2,
1700 ImGuiMouseButton_COUNT = 5
1701};
1702
1703// Enumeration for GetMouseCursor()
1704// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1705enum ImGuiMouseCursor_
1706{
1707 ImGuiMouseCursor_None = -1,
1708 ImGuiMouseCursor_Arrow = 0,
1709 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1710 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1711 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1712 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1713 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1714 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1715 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1716 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1717 ImGuiMouseCursor_COUNT
1718};
1719
1720// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1721// Represent a condition.
1722// 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.
1723enum ImGuiCond_
1724{
1725 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1726 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1727 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1728 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1729 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1730};
1731
1732//-----------------------------------------------------------------------------
1733// [SECTION] Helpers: Memory allocations macros, ImVector<>
1734//-----------------------------------------------------------------------------
1735
1736//-----------------------------------------------------------------------------
1737// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1738// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1739// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1740//-----------------------------------------------------------------------------
1741
1743inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1744inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1745#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1746#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1747#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1748#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1749template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1750
1751//-----------------------------------------------------------------------------
1752// ImVector<>
1753// 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).
1754//-----------------------------------------------------------------------------
1755// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
1756// - We use std-like naming convention here, which is a little unusual for this codebase.
1757// - 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.
1758// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1759// 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.
1760//-----------------------------------------------------------------------------
1761
1762IM_MSVC_RUNTIME_CHECKS_OFF
1763template<typename T>
1765{
1766 int Size;
1767 int Capacity;
1768 T* Data;
1769
1770 // Provide standard typedefs but we don't use them ourselves.
1771 typedef T value_type;
1772 typedef value_type* iterator;
1773 typedef const value_type* const_iterator;
1774
1775 // Constructors, destructor
1776 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1777 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1778 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1779 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1780
1781 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
1782 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
1783 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
1784
1785 inline bool empty() const { return Size == 0; }
1786 inline int size() const { return Size; }
1787 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1788 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1789 inline int capacity() const { return Capacity; }
1790 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1791 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1792
1793 inline T* begin() { return Data; }
1794 inline const T* begin() const { return Data; }
1795 inline T* end() { return Data + Size; }
1796 inline const T* end() const { return Data + Size; }
1797 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1798 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1799 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1800 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1801 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; }
1802
1803 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1804 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1805 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; }
1806 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
1807 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
1808 inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
1809
1810 // 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.
1811 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1812 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1813 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1814 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; }
1815 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 - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
1816 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; }
1817 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; }
1818 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; }
1819 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1820 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1821 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1822 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1823 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; }
1824};
1825IM_MSVC_RUNTIME_CHECKS_RESTORE
1826
1827//-----------------------------------------------------------------------------
1828// [SECTION] ImGuiStyle
1829//-----------------------------------------------------------------------------
1830// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1831// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1832// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1833//-----------------------------------------------------------------------------
1834
1836{
1837 float Alpha; // Global alpha applies to everything in Dear ImGui.
1838 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1839 ImVec2 WindowPadding; // Padding within a window.
1840 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1841 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).
1842 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
1843 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1844 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1845 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1846 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).
1847 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1848 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).
1849 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1850 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1851 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).
1852 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1853 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1854 ImVec2 CellPadding; // Padding within a table cell
1855 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!
1856 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1857 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1858 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1859 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1860 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1861 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1862 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1863 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1864 float TabBorderSize; // Thickness of border around tabs.
1865 float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1866 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1867 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1868 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1869 float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
1870 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1871 ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1872 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1873 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!
1874 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1875 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1876 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
1877 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1878 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.
1879 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1880 ImVec4 Colors[ImGuiCol_COUNT];
1881
1882 IMGUI_API ImGuiStyle();
1883 IMGUI_API void ScaleAllSizes(float scale_factor);
1884};
1885
1886//-----------------------------------------------------------------------------
1887// [SECTION] ImGuiIO
1888//-----------------------------------------------------------------------------
1889// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1890// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1891//-----------------------------------------------------------------------------
1892
1893// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
1894// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
1896{
1897 bool Down; // True for if key is down
1898 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
1899 float DownDurationPrev; // Last frame duration the key has been down
1900 float AnalogValue; // 0.0f..1.0f for gamepad values
1901};
1902
1904{
1905 //------------------------------------------------------------------
1906 // Configuration // Default value
1907 //------------------------------------------------------------------
1908
1909 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1910 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1911 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
1912 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
1913 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1914 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
1915 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1916 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1917 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1918 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1919 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1920 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1921 float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
1922 float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
1923 void* UserData; // = NULL // Store your own data.
1924
1925 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1926 float FontGlobalScale; // = 1.0f // Global scale all fonts
1927 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1928 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1929 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.
1930
1931 // Miscellaneous options
1932 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
1933 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.
1934 bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
1935 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
1936 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
1937 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1938 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1939 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1940 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1941
1942 //------------------------------------------------------------------
1943 // Platform Functions
1944 // (the imgui_impl_xxxx backend files are setting those up for you)
1945 //------------------------------------------------------------------
1946
1947 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1948 const char* BackendPlatformName; // = NULL
1949 const char* BackendRendererName; // = NULL
1950 void* BackendPlatformUserData; // = NULL // User data for platform backend
1951 void* BackendRendererUserData; // = NULL // User data for renderer backend
1952 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
1953
1954 // Optional: Access OS clipboard
1955 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1956 const char* (*GetClipboardTextFn)(void* user_data);
1957 void (*SetClipboardTextFn)(void* user_data, const char* text);
1958 void* ClipboardUserData;
1959
1960 // 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)
1961 // (default to use native imm32 api on Windows)
1962 void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1963#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1964 void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
1965#else
1966 void* _UnusedPadding; // Unused field to keep data structure the same size.
1967#endif
1968
1969 //------------------------------------------------------------------
1970 // Input - Call before calling NewFrame()
1971 //------------------------------------------------------------------
1972
1973 // Input Functions
1974 IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1975 IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
1976 IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
1977 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
1978 IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
1979 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
1980 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
1981 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
1982 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
1983
1984 IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
1985 IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1986 IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
1987 IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
1988
1989 //------------------------------------------------------------------
1990 // Output - Updated by NewFrame() or EndFrame()/Render()
1991 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1992 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1993 //------------------------------------------------------------------
1994
1995 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1996 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1997 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1998 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1999 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2000 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2001 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2002 float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2003 int MetricsRenderVertices; // Vertices output during last call to Render()
2004 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2005 int MetricsRenderWindows; // Number of visible windows
2006 int MetricsActiveWindows; // Number of active windows
2007 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
2008 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.
2009
2010 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2011 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2012 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2013#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2014 int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2015 bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: 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). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2016 float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2017#endif
2018
2019 //------------------------------------------------------------------
2020 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2021 //------------------------------------------------------------------
2022
2023 // Main Input State
2024 // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2025 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2026 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2027 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2028 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2029 float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2030 bool KeyCtrl; // Keyboard modifier down: Control
2031 bool KeyShift; // Keyboard modifier down: Shift
2032 bool KeyAlt; // Keyboard modifier down: Alt
2033 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2034
2035 // Other state maintained from data above + IO function calls
2036 ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
2037 ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2038 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2039 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2040 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2041 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2042 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2043 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2044 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2045 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2046 bool MouseReleased[5]; // Mouse button went from Down to !Down
2047 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2048 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2049 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2050 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2051 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2052 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2053 bool AppFocusLost; // Only modify via AddFocusEvent()
2054 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2055 ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2056 bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2057 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2058 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2059
2060 IMGUI_API ImGuiIO();
2061};
2062
2063//-----------------------------------------------------------------------------
2064// [SECTION] Misc data structures
2065//-----------------------------------------------------------------------------
2066
2067// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2068// The callback function should return 0 by default.
2069// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2070// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2071// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2072// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2073// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2074// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2075// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2077{
2078 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2079 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2080 void* UserData; // What user passed to InputText() // Read-only
2081
2082 // Arguments for the different callback events
2083 // - 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.
2084 // - 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.
2085 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;
2086 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2087 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2088 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()
2089 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
2090 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2091 int CursorPos; // // Read-write // [Completion,History,Always]
2092 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2093 int SelectionEnd; // // Read-write // [Completion,History,Always]
2094
2095 // Helper functions for text manipulation.
2096 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2097 IMGUI_API ImGuiInputTextCallbackData();
2098 IMGUI_API void DeleteChars(int pos, int bytes_count);
2099 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2100 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2101 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2102 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2103};
2104
2105// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2106// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2108{
2109 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2110 ImVec2 Pos; // Read-only. Window position, for reference.
2111 ImVec2 CurrentSize; // Read-only. Current window size.
2112 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2113};
2114
2115// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2117{
2118 // Members
2119 void* Data; // Data (copied and owned by dear imgui)
2120 int DataSize; // Data size
2121
2122 // [Internal]
2123 ImGuiID SourceId; // Source item id
2124 ImGuiID SourceParentId; // Source parent id (if available)
2125 int DataFrameCount; // Data timestamp
2126 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2127 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2128 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2129
2130 ImGuiPayload() { Clear(); }
2131 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2132 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2133 bool IsPreview() const { return Preview; }
2134 bool IsDelivery() const { return Delivery; }
2135};
2136
2137// Sorting specification for one column of a table (sizeof == 12 bytes)
2139{
2140 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2141 ImS16 ColumnIndex; // Index of the column
2142 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2143 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
2144
2145 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2146};
2147
2148// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2149// Obtained by calling TableGetSortSpecs().
2150// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2151// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2153{
2154 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2155 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2156 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2157
2158 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2159};
2160
2161//-----------------------------------------------------------------------------
2162// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
2163//-----------------------------------------------------------------------------
2164
2165// Helper: Unicode defines
2166#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2167#ifdef IMGUI_USE_WCHAR32
2168#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2169#else
2170#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2171#endif
2172
2173// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2174// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2176{
2177 ImGuiOnceUponAFrame() { RefFrame = -1; }
2178 mutable int RefFrame;
2179 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2180};
2181
2182// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2184{
2185 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2186 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2187 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2188 IMGUI_API void Build();
2189 void Clear() { InputBuf[0] = 0; Build(); }
2190 bool IsActive() const { return !Filters.empty(); }
2191
2192 // [Internal]
2194 {
2195 const char* b;
2196 const char* e;
2197
2198 ImGuiTextRange() { b = e = NULL; }
2199 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2200 bool empty() const { return b == e; }
2201 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2202 };
2203 char InputBuf[256];
2205 int CountGrep;
2206};
2207
2208// Helper: Growable text buffer for logging/accumulating text
2209// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2211{
2212 ImVector<char> Buf;
2213 IMGUI_API static char EmptyString[1];
2214
2215 ImGuiTextBuffer() { }
2216 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2217 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2218 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2219 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2220 bool empty() const { return Buf.Size <= 1; }
2221 void clear() { Buf.clear(); }
2222 void reserve(int capacity) { Buf.reserve(capacity); }
2223 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2224 IMGUI_API void append(const char* str, const char* str_end = NULL);
2225 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2226 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2227};
2228
2229// Helper: Key->Value storage
2230// Typically you don't have to worry about this since a storage is held within each Window.
2231// We use it to e.g. store collapse state for a tree (Int 0/1)
2232// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2233// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2234// - 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).
2235// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2236// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2238{
2239 // [Internal]
2241 {
2242 ImGuiID key;
2243 union { int val_i; float val_f; void* val_p; };
2244 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
2245 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
2246 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
2247 };
2248
2250
2251 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2252 // - Set***() functions find pair, insertion on demand if missing.
2253 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2254 void Clear() { Data.clear(); }
2255 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2256 IMGUI_API void SetInt(ImGuiID key, int val);
2257 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2258 IMGUI_API void SetBool(ImGuiID key, bool val);
2259 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2260 IMGUI_API void SetFloat(ImGuiID key, float val);
2261 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2262 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2263
2264 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2265 // - 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.
2266 // - 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)
2267 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2268 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2269 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2270 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2271 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2272
2273 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2274 IMGUI_API void SetAllInt(int val);
2275
2276 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2277 IMGUI_API void BuildSortByKey();
2278};
2279
2280// Helper: Manually clip large list of items.
2281// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2282// clipping based on visibility to only submit items that are in view.
2283// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2284// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2285// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2286// scale using lists with tens of thousands of items without a problem)
2287// Usage:
2288// ImGuiListClipper clipper;
2289// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2290// while (clipper.Step())
2291// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2292// ImGui::Text("line number %d", i);
2293// Generally what happens is:
2294// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2295// - User code submit that one element.
2296// - Clipper can measure the height of the first element
2297// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2298// - User code submit visible elements.
2299// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2301{
2302 int DisplayStart; // First item to display, updated by each call to Step()
2303 int DisplayEnd; // End of items to display (exclusive)
2304 int ItemsCount; // [Internal] Number of items
2305 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2306 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2307 void* TempData; // [Internal] Internal data
2308
2309 // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2310 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2311 IMGUI_API ImGuiListClipper();
2312 IMGUI_API ~ImGuiListClipper();
2313 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2314 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2315 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2316
2317 // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
2318 IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
2319
2320#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2321 inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2322#endif
2323};
2324
2325// Helpers macros to generate 32-bit encoded colors
2326// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2327#ifndef IM_COL32_R_SHIFT
2328#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2329#define IM_COL32_R_SHIFT 16
2330#define IM_COL32_G_SHIFT 8
2331#define IM_COL32_B_SHIFT 0
2332#define IM_COL32_A_SHIFT 24
2333#define IM_COL32_A_MASK 0xFF000000
2334#else
2335#define IM_COL32_R_SHIFT 0
2336#define IM_COL32_G_SHIFT 8
2337#define IM_COL32_B_SHIFT 16
2338#define IM_COL32_A_SHIFT 24
2339#define IM_COL32_A_MASK 0xFF000000
2340#endif
2341#endif
2342#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))
2343#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2344#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2345#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2346
2347// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2348// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2349// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2350// **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.
2352{
2353 ImVec4 Value;
2354
2355 constexpr ImColor() { }
2356 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2357 constexpr ImColor(const ImVec4& col) : Value(col) {}
2358 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; }
2359 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; }
2360 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2361 inline operator ImVec4() const { return Value; }
2362
2363 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2364 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; }
2365 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); }
2366};
2367
2368//-----------------------------------------------------------------------------
2369// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2370// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2371//-----------------------------------------------------------------------------
2372
2373// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2374#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2375#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2376#endif
2377
2378// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2379// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2380// you can poke into the draw list for that! Draw callback may be useful for example to:
2381// A) Change your GPU render state,
2382// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2383// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2384// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2385#ifndef ImDrawCallback
2386typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2387#endif
2388
2389// Special Draw callback value to request renderer backend to reset the graphics/render state.
2390// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2391// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2392// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
2393#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
2394
2395// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2396// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2397// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2398// Backends made for <1.71. will typically ignore the VtxOffset fields.
2399// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2401{
2402 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2403 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2404 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2405 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2406 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2407 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2408 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2409
2410 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2411
2412 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
2413 inline ImTextureID GetTexID() const { return TextureId; }
2414};
2415
2416// Vertex layout
2417#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2419{
2420 ImVec2 pos;
2421 ImVec2 uv;
2422 ImU32 col;
2423};
2424#else
2425// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2426// 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.
2427// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
2428// 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.
2429IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2430#endif
2431
2432// [Internal] For use by ImDrawList
2434{
2435 ImVec4 ClipRect;
2436 ImTextureID TextureId;
2437 unsigned int VtxOffset;
2438};
2439
2440// [Internal] For use by ImDrawListSplitter
2442{
2443 ImVector<ImDrawCmd> _CmdBuffer;
2444 ImVector<ImDrawIdx> _IdxBuffer;
2445};
2446
2447
2448// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2449// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2451{
2452 int _Current; // Current channel number (0)
2453 int _Count; // Number of active channels (1+)
2454 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2455
2456 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2457 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2458 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2459 IMGUI_API void ClearFreeMemory();
2460 IMGUI_API void Split(ImDrawList* draw_list, int count);
2461 IMGUI_API void Merge(ImDrawList* draw_list);
2462 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2463};
2464
2465// Flags for ImDrawList functions
2466// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2467enum ImDrawFlags_
2468{
2469 ImDrawFlags_None = 0,
2470 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2471 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2472 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2473 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2474 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2475 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2476 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2477 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2478 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2479 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2480 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2481 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2482 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2483};
2484
2485// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2486// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2487enum ImDrawListFlags_
2488{
2489 ImDrawListFlags_None = 0,
2490 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2491 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2492 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2493 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2494};
2495
2496// Draw command list
2497// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2498// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2499// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2500// access the current window draw list and draw custom primitives.
2501// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2502// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2503// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2504// 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.
2506{
2507 // This is what you have to render
2508 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2509 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2510 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2511 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2512
2513 // [Internal, used while building lists]
2514 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2515 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2516 const char* _OwnerName; // Pointer to owner window's name for debugging
2517 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2518 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2519 ImVector<ImVec4> _ClipRectStack; // [Internal]
2520 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2521 ImVector<ImVec2> _Path; // [Internal] current path building
2522 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2523 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2524 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2525
2526 // 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)
2527 ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2528
2529 ~ImDrawList() { _ClearFreeMemory(); }
2530 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const 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)
2531 IMGUI_API void PushClipRectFullScreen();
2532 IMGUI_API void PopClipRect();
2533 IMGUI_API void PushTextureID(ImTextureID texture_id);
2534 IMGUI_API void PopTextureID();
2535 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2536 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2537
2538 // Primitives
2539 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2540 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2541 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2542 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2543 // In future versions we will use textures to provide cheaper and higher-quality circles.
2544 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2545 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2546 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2547 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2548 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
2549 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2550 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2551 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2552 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2553 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2554 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2555 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2556 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2557 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2558 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);
2559 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2560 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2561 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2562 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2563
2564 // Image primitives
2565 // - Read FAQ to understand what ImTextureID is.
2566 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2567 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
2568 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
2569 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
2570 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2571
2572 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2573 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2574 inline void PathClear() { _Path.Size = 0; }
2575 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2576 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2577 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2578 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2579 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2580 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
2581 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2582 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2583 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2584
2585 // Advanced
2586 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.
2587 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
2588 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2589
2590 // Advanced: Channels
2591 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2592 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
2593 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2594 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2595 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2596 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2597 inline void ChannelsMerge() { _Splitter.Merge(this); }
2598 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2599
2600 // Advanced: Primitives allocations
2601 // - We render triangles (three vertices)
2602 // - All primitives needs to be reserved via PrimReserve() beforehand.
2603 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2604 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2605 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2606 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2607 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);
2608 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2609 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2610 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2611
2612#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2613 inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
2614 inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
2615#endif
2616
2617 // [Internal helpers]
2618 IMGUI_API void _ResetForNewFrame();
2619 IMGUI_API void _ClearFreeMemory();
2620 IMGUI_API void _PopUnusedDrawCmd();
2621 IMGUI_API void _TryMergeDrawCmds();
2622 IMGUI_API void _OnChangedClipRect();
2623 IMGUI_API void _OnChangedTextureID();
2624 IMGUI_API void _OnChangedVtxOffset();
2625 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2626 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2627 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2628};
2629
2630// All draw data to render a Dear ImGui frame
2631// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2632// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2634{
2635 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2636 int CmdListsCount; // Number of ImDrawList* to render
2637 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2638 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2639 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2640 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2641 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2642 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.
2643
2644 // Functions
2645 ImDrawData() { Clear(); }
2646 void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
2647 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!
2648 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
2649};
2650
2651//-----------------------------------------------------------------------------
2652// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2653//-----------------------------------------------------------------------------
2654
2656{
2657 void* FontData; // // TTF/OTF data
2658 int FontDataSize; // // TTF/OTF data size
2659 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2660 int FontNo; // 0 // Index of font within TTF/OTF file
2661 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2662 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2663 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2664 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.
2665 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2666 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2667 const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
2668 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2669 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2670 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.
2671 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2672 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.
2673 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2674
2675 // [Internal]
2676 char Name[40]; // Name (strictly to ease debugging)
2677 ImFont* DstFont;
2678
2679 IMGUI_API ImFontConfig();
2680};
2681
2682// Hold rendering data for one glyph.
2683// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
2685{
2686 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2687 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2688 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2689 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2690 float X0, Y0, X1, Y1; // Glyph corners
2691 float U0, V0, U1, V1; // Texture coordinates
2692};
2693
2694// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2695// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2697{
2698 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2699
2700 ImFontGlyphRangesBuilder() { Clear(); }
2701 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
2702 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
2703 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
2704 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2705 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2706 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2707 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2708};
2709
2710// See ImFontAtlas::AddCustomRectXXX functions.
2712{
2713 unsigned short Width, Height; // Input // Desired rectangle dimension
2714 unsigned short X, Y; // Output // Packed position in Atlas
2715 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2716 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2717 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2718 ImFont* Font; // Input // For custom font glyphs only: target font
2719 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2720 bool IsPacked() const { return X != 0xFFFF; }
2721};
2722
2723// Flags for ImFontAtlas build
2724enum ImFontAtlasFlags_
2725{
2726 ImFontAtlasFlags_None = 0,
2727 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2728 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2729 ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2730};
2731
2732// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2733// - One or more fonts.
2734// - Custom graphics data needed to render the shapes needed by Dear ImGui.
2735// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2736// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2737// - 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.
2738// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2739// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2740// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2741// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2742// Common pitfalls:
2743// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2744// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2745// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2746// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2747// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2748// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
2750{
2751 IMGUI_API ImFontAtlas();
2752 IMGUI_API ~ImFontAtlas();
2753 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2754 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2755 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2756 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.
2757 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.
2758 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.
2759 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.
2760 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2761 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2762 IMGUI_API void Clear(); // Clear all input and output.
2763
2764 // Build atlas, retrieve pixel data.
2765 // 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().
2766 // The pitch is always = Width * BytesPerPixels (1 or 4)
2767 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2768 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2769 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2770 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2771 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2772 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
2773 void SetTexID(ImTextureID id) { TexID = id; }
2774
2775 //-------------------------------------------
2776 // Glyph Ranges
2777 //-------------------------------------------
2778
2779 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2780 // 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.
2781 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2782 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2783 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
2784 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2785 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2786 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2787 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2788 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2789 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2790 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2791
2792 //-------------------------------------------
2793 // [BETA] Custom Rectangles/Glyphs API
2794 //-------------------------------------------
2795
2796 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2797 // - After calling Build(), you can query the rectangle position and render your pixels.
2798 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2799 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2800 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2801 // - Read docs/FONTS.md for more details about using colorful icons.
2802 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2803 IMGUI_API int AddCustomRectRegular(int width, int height);
2804 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2805 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2806
2807 // [Internal]
2808 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2809 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2810
2811 //-------------------------------------------
2812 // Members
2813 //-------------------------------------------
2814
2815 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2816 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.
2817 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.
2818 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 (will also need to set AntiAliasedLinesUseTex = false).
2819 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2820 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
2821
2822 // [Internal]
2823 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2824 bool TexReady; // Set when texture was built matching current font input
2825 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2826 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2827 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2828 int TexWidth; // Texture width calculated during Build().
2829 int TexHeight; // Texture height calculated during Build().
2830 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2831 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2832 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.
2833 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2834 ImVector<ImFontConfig> ConfigData; // Configuration data
2835 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2836
2837 // [Internal] Font builder
2838 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2839 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2840
2841 // [Internal] Packing data
2842 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2843 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2844
2845 // [Obsolete]
2846 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2847 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2848};
2849
2850// Font runtime data and rendering
2851// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2853{
2854 // Members: Hot ~20/24 bytes (for CalcTextSize)
2855 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).
2856 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2857 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2858
2859 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2860 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2861 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2862 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2863
2864 // Members: Cold ~32/40 bytes
2865 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2866 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2867 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2868 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
2869 ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
2870 short EllipsisCharCount; // 1 // out // 1 or 3
2871 float EllipsisWidth; // 4 // out // Width
2872 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
2873 bool DirtyLookupTables; // 1 // out //
2874 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2875 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2876 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)
2877 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2878
2879 // Methods
2880 IMGUI_API ImFont();
2881 IMGUI_API ~ImFont();
2882 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2883 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2884 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2885 bool IsLoaded() const { return ContainerAtlas != NULL; }
2886 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2887
2888 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2889 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2890 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
2891 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2892 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
2893 IMGUI_API void RenderText(ImDrawList* draw_list, float size, const 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;
2894
2895 // [Internal] Don't use!
2896 IMGUI_API void BuildLookupTable();
2897 IMGUI_API void ClearOutputData();
2898 IMGUI_API void GrowIndex(int new_size);
2899 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2900 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.
2901 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2902 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2903};
2904
2905//-----------------------------------------------------------------------------
2906// [SECTION] Viewports
2907//-----------------------------------------------------------------------------
2908
2909// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
2910enum ImGuiViewportFlags_
2911{
2912 ImGuiViewportFlags_None = 0,
2913 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
2914 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
2915 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2916};
2917
2918// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2919// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2920// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2921// - About Main Area vs Work Area:
2922// - Main Area = entire viewport.
2923// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2924// - Windows are generally trying to stay within the Work Area of their host viewport.
2926{
2927 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
2928 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2929 ImVec2 Size; // Main Area: Size of the viewport.
2930 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2931 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2932
2933 // Platform/Backend Dependent Data
2934 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
2935
2936 ImGuiViewport() { memset(this, 0, sizeof(*this)); }
2937
2938 // Helpers
2939 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
2940 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2941};
2942
2943//-----------------------------------------------------------------------------
2944// [SECTION] Platform Dependent Interfaces
2945//-----------------------------------------------------------------------------
2946
2947// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
2949{
2950 bool WantVisible; // A widget wants the IME to be visible
2951 ImVec2 InputPos; // Position of the input cursor
2952 float InputLineHeight; // Line height
2953
2954 ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
2955};
2956
2957//-----------------------------------------------------------------------------
2958// [SECTION] Obsolete functions and types
2959// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2960// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2961//-----------------------------------------------------------------------------
2962
2963namespace ImGui
2964{
2965#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2966 IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
2967#else
2968 static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
2969#endif
2970}
2971
2972#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2973namespace ImGui
2974{
2975 // OBSOLETED in 1.89 (from August 2022)
2976 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)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
2977 // OBSOLETED in 1.88 (from May 2022)
2978 static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
2979 static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
2980 // OBSOLETED in 1.86 (from November 2021)
2981 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 ImGuiListClipper.
2982 // OBSOLETED in 1.85 (from August 2021)
2983 static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
2984 // OBSOLETED in 1.81 (from February 2021)
2985 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2986 static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
2987 static inline void ListBoxFooter() { EndListBox(); }
2988
2989 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
2990 //-- OBSOLETED in 1.79 (from August 2020)
2991 //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2992 //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
2993 //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
2994 //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2995 //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2996 //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2997 //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2998 //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2999 //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3000 //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3001 //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3002 //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3003 //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3004 //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3005 //-- OBSOLETED in 1.77 and before
3006 //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
3007 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3008 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3009 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3010 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3011 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3012 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3013 //-- OBSOLETED in 1.60 and before
3014 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3015 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3016 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3017 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3018 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3019 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3020 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3021 //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3022 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3023 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3024 //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3025 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3026 //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3027 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3028 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3029 //-- OBSOLETED in 1.50 and before
3030 //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3031 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3032 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3033 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3034}
3035
3036// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3037typedef ImDrawFlags ImDrawCornerFlags;
3038enum ImDrawCornerFlags_
3039{
3040 ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3041 ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3042 ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3043 ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3044 ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3045 ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3046 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3047 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3048 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3049 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3050};
3051
3052// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3053// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3054typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
3055enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3056//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3057//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3058
3059#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3060
3061// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3062#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3063#define IMGUI_DISABLE_DEBUG_TOOLS
3064#endif
3065#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3066#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3067#endif
3068
3069//-----------------------------------------------------------------------------
3070
3071#if defined(__clang__)
3072#pragma clang diagnostic pop
3073#elif defined(__GNUC__)
3074#pragma GCC diagnostic pop
3075#endif
3076
3077#ifdef _MSC_VER
3078#pragma warning (pop)
3079#endif
3080
3081// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
3082#ifdef IMGUI_INCLUDE_IMGUI_USER_H
3083#include "imgui_user.h"
3084#endif
3085
3086#endif // #ifndef IMGUI_DISABLE
Definition: Bullet.hpp:13
Definition: imgui.h:2352
Definition: imgui.h:2442
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Definition: imgui_internal.h:763
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Definition: imgui_internal.h:1734
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Definition: imgui.h:1765