vsgImGui: include/vsgImGui/imgui.h Source File

vsgImGui 0.7.0 VulkanSceneGraph, ImGui and ImPlot integration library

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imgui.h
1// dear imgui, v1.91.6
2// (headers)
3
4// Help:
5// - See links below.
6// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
7// - Read top of imgui.cpp for more details, links and comments.
8// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
9
10// Resources:
11// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
12// - Homepage ................... https://github.com/ocornut/imgui
13// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
14// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
15// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
17// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
18// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
19// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
20// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
21// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
22// - Issues & support ........... https://github.com/ocornut/imgui/issues
23// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
24
25// For first-time users having issues compiling/linking/running/loading fonts:
26// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
27// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
28
29// Library Version
30// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
31#define IMGUI_VERSION "1.91.6"
32#define IMGUI_VERSION_NUM 19160
33#define IMGUI_HAS_TABLE
34
35/*
36
37Index of this file:
38// [SECTION] Header mess
39// [SECTION] Forward declarations and basic types
40// [SECTION] Dear ImGui end-user API functions
41// [SECTION] Flags & Enumerations
42// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
43// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
44// [SECTION] ImGuiStyle
45// [SECTION] ImGuiIO
46// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
47// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
48// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
49// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
50// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
51// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
52// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
53// [SECTION] Obsolete functions and types
54
55*/
56
57#pragma once
58
59// Configuration file with compile-time options
60// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
61#ifdef IMGUI_USER_CONFIG
62#include IMGUI_USER_CONFIG
63#endif
64#include "imconfig.h"
65
66#ifndef IMGUI_DISABLE
67
68//-----------------------------------------------------------------------------
69// [SECTION] Header mess
70//-----------------------------------------------------------------------------
71
72// Includes
73#include <float.h> // FLT_MIN, FLT_MAX
74#include <stdarg.h> // va_list, va_start, va_end
75#include <stddef.h> // ptrdiff_t, NULL
76#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
77
78// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
79// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
80// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
81#ifndef IMGUI_API
82#define IMGUI_API
83#endif
84#ifndef IMGUI_IMPL_API
85#define IMGUI_IMPL_API IMGUI_API
86#endif
87
88// Helper Macros
89#ifndef IM_ASSERT
90#include <assert.h>
91#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
92#endif
93#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
94#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
95
96// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
97#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
98
99// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
100// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
101// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
102#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
103#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
104#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
105#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
106#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
107#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
108#else
109#define IM_FMTARGS(FMT)
110#define IM_FMTLIST(FMT)
111#endif
112
113// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
114#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
115#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
116#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
117#else
118#define IM_MSVC_RUNTIME_CHECKS_OFF
119#define IM_MSVC_RUNTIME_CHECKS_RESTORE
120#endif
121
122// Warnings
123#ifdef _MSC_VER
124#pragma warning (push)
125#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
126#endif
127#if defined(__clang__)
128#pragma clang diagnostic push
129#if __has_warning("-Wunknown-warning-option")
130#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
131#endif
132#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
133#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
134#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
135#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
136#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
137#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
138#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
139#elif defined(__GNUC__)
140#pragma GCC diagnostic push
141#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
142#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
143#endif
144
145//-----------------------------------------------------------------------------
146// [SECTION] Forward declarations and basic types
147//-----------------------------------------------------------------------------
148
149// Scalar data types
150typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
151typedef signed char ImS8; // 8-bit signed integer
152typedef unsigned char ImU8; // 8-bit unsigned integer
153typedef signed short ImS16; // 16-bit signed integer
154typedef unsigned short ImU16; // 16-bit unsigned integer
155typedef signed int ImS32; // 32-bit signed integer == int
156typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
157typedef signed long long ImS64; // 64-bit signed integer
158typedef unsigned long long ImU64; // 64-bit unsigned integer
159
160// Forward declarations
161struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
162struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
163struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
164struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
165struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
166struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
167struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
168struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
169struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
170struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
171struct ImFontConfig; // Configuration data when adding a font or merging fonts
172struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
173struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
174struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
175struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
176struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
177struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
178struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
179struct ImGuiListClipper; // Helper to manually clip large list of items
180struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
181struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
182struct ImGuiPayload; // User data payload for drag and drop operations
183struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
184struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
185struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
186struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
187struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
188struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
189struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
190struct ImGuiStoragePair; // Helper for key->value storage (pair)
191struct ImGuiStyle; // Runtime data for styling/colors
192struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
193struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
194struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
195struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
196struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
197
198// Enumerations
199// - 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)
200// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
201// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
202// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
203// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
204enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
205enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
206enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
207enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
208typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
209typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
210typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
211typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
212typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
213typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
214typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
215
216// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
217// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
218// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
219// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
220// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
221typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
222typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
223typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
224typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
225typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
226typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
227typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
228typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
229typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
230typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
231typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
232typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
233typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
234typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
235typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
236typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
237typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
238typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
239typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
240typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
241typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
242typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
243typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
244typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
245typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
246typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
247typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
248typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
249
250// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
251// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
252// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
253// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
254// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
255#ifndef ImTextureID
256typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
257#endif
258
259// ImDrawIdx: vertex index. [Compile-time configurable type]
260// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
261// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
262#ifndef ImDrawIdx
263typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
264#endif
265
266// Character types
267// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
268typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
269typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
270#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
271typedef ImWchar32 ImWchar;
272#else
273typedef ImWchar16 ImWchar;
274#endif
275
276// Multi-Selection item index or identifier when using BeginMultiSelect()
277// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
278// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
279typedef ImS64 ImGuiSelectionUserData;
280
281// Callback and functions types
282typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
283typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
284typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
285typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
286
287// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
288// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
289// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
290IM_MSVC_RUNTIME_CHECKS_OFF
291 struct ImVec2
292{
293 float x, y;
294 constexpr ImVec2() : x(0.0f), y(0.0f) { }
295 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
296 float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
297 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
298#ifdef IM_VEC2_CLASS_EXTRA
299 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.
300#endif
301};
302
303// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
304 struct ImVec4
305{
306 float x, y, z, w;
307 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
308 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
309#ifdef IM_VEC4_CLASS_EXTRA
310 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.
311#endif
312};
313IM_MSVC_RUNTIME_CHECKS_RESTORE
314
315//-----------------------------------------------------------------------------
316// [SECTION] Dear ImGui end-user API functions
317// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
318//-----------------------------------------------------------------------------
319
320namespace ImGui
321{
322 // Context creation and access
323 // - 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.
324 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
325 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
326 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
327 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
328 IMGUI_API ImGuiContext* GetCurrentContext();
329 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
330
331 // Main
332 IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
333 IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
334 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
335 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
336 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!
337 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
338 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
339
340 // Demo, Debug, Information
341 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!
342 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
343 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
344 IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
345 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
346 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)
347 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
348 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
349 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
350 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)
351
352 // Styles
353 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
354 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
355 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
356
357 // Windows
358 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
359 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
360 // which clicking will set the boolean to false when clicked.
361 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
362 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
363 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
364 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
365 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
366 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
367 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
368 // - Note that the bottom of window stack always contains a window called "Debug".
369 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
370 IMGUI_API void End();
371
372 // Child Windows
373 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
374 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
375 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
376 // Consider updating your old code:
377 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
378 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
379 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
380 // == 0.0f: use remaining parent window size for this axis.
381 // > 0.0f: use specified size for this axis.
382 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
383 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
384 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
385 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
386 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
387 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
388 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
389 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
390 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
391 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
392 IMGUI_API void EndChild();
393
394 // Windows Utilities
395 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
396 IMGUI_API bool IsWindowAppearing();
397 IMGUI_API bool IsWindowCollapsed();
398 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
399 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
400 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
401 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
402 IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
403 IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
404 IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
405
406 // Window manipulation
407 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
408 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.
409 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()
410 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 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
411 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()
412 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
413 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
414 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
415 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.
416 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.
417 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.
418 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
419 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
420 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().
421 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
422 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.
423 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
424 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
425
426 // Windows Scrolling
427 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
428 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
429 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
430 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
431 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
432 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
433 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
434 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
435 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.
436 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.
437 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.
438 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.
439
440 // Parameters stacks (shared)
441 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
442 IMGUI_API void PopFont();
443 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
444 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
445 IMGUI_API void PopStyleColor(int count = 1);
446 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
447 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
448 IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
449 IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
450 IMGUI_API void PopStyleVar(int count = 1);
451 IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
452 IMGUI_API void PopItemFlag();
453
454 // Parameters stacks (current window)
455 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).
456 IMGUI_API void PopItemWidth();
457 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)
458 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.
459 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
460 IMGUI_API void PopTextWrapPos();
461
462 // Style read access
463 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
464 IMGUI_API ImFont* GetFont(); // get current font
465 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
466 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
467 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
468 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
469 IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
470 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.
471
472 // Layout cursor positioning
473 // - By "cursor" we mean the current output position.
474 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
475 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
476 // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
477 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
478 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
479 // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
480 // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
481 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
482 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
483 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
484 IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
485 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
486 IMGUI_API float GetCursorPosX(); // [window-local] "
487 IMGUI_API float GetCursorPosY(); // [window-local] "
488 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
489 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
490 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
491 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
492
493 // Other layout functions
494 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
495 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.
496 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
497 IMGUI_API void Spacing(); // add vertical spacing.
498 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.
499 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
500 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
501 IMGUI_API void BeginGroup(); // lock horizontal starting position
502 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.)
503 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)
504 IMGUI_API float GetTextLineHeight(); // ~ FontSize
505 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
506 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
507 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
508
509 // ID stack/scopes
510 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
511 // - Those questions are answered and impacted by understanding of the ID stack system:
512 // - "Q: Why is my widget not reacting when I click on it?"
513 // - "Q: How can I have widgets with an empty label?"
514 // - "Q: How can I have multiple widgets with the same label?"
515 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
516 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
517 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
518 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
519 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
520 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
521 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
522 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
523 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
524 IMGUI_API void PopID(); // pop from the ID stack.
525 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
526 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
527 IMGUI_API ImGuiID GetID(const void* ptr_id);
528 IMGUI_API ImGuiID GetID(int int_id);
529
530 // Widgets: Text
531 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.
532 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
533 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
534 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
535 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
536 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
537 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
538 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().
539 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
540 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
541 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
542 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
543 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
544 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
545
546 // Widgets: Main
547 // - Most widgets return true when the value has been changed or when pressed/selected
548 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
549 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
550 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
551 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.)
552 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
553 IMGUI_API bool Checkbox(const char* label, bool* v);
554 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
555 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
556 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
557 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
558 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
559 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
560 IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
561 IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
562
563 // Widgets: Images
564 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
565 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
566 // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
567 // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
568 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_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));
569 IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_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));
570
571 // Widgets: Combo Box (Dropdown)
572 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
573 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
574 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
575 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
576 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
577 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"
578 IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
579
580 // Widgets: Drag Sliders
581 // - 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.
582 // - 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',
583 // 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
584 // - 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.
585 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
586 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
587 // - 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.
588 // - 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.
589 // - 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.
590 // - 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.
591 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
592 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
593 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);
594 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);
595 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);
596 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);
597 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
598 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);
599 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);
600 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);
601 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);
602 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);
603 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);
604
605 // Widgets: Regular Sliders
606 // - 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.
607 // - 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.
608 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
609 // - 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.
610 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
611 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.
612 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
613 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
614 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
615 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);
616 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
617 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
618 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
619 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
620 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);
621 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);
622 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);
623 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);
624 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);
625
626 // Widgets: Input with Keyboard
627 // - 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.
628 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
629 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
630 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);
631 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);
632 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);
633 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
634 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
635 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
636 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
637 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
638 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
639 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
640 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);
641 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);
642 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);
643
644 // 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.)
645 // - 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.
646 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
647 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
648 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
649 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
650 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
651 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.
652 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.
653
654 // Widgets: Trees
655 // - 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.
656 IMGUI_API bool TreeNode(const char* label);
657 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().
658 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
659 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
660 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
661 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
662 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
663 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
664 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
665 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
666 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.
667 IMGUI_API void TreePush(const void* ptr_id); // "
668 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
669 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
670 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().
671 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.
672 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
673 IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
674
675 // Widgets: Selectables
676 // - A selectable highlights when hovered, and can display another color when selected.
677 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
678 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
679 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.
680
681 // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
682 // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
683 // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
684 // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
685 // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
686 // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
687 // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
688 IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
689 IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
690 IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
691 IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
692
693 // Widgets: List Boxes
694 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
695 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
696 // - 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.
697 // - 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
698 // - 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
699 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
700 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
701 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
702 IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
703
704 // Widgets: Data Plotting
705 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
706 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));
707 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));
708 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));
709 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));
710
711 // Widgets: Value() Helpers.
712 // - 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)
713 IMGUI_API void Value(const char* prefix, bool b);
714 IMGUI_API void Value(const char* prefix, int v);
715 IMGUI_API void Value(const char* prefix, unsigned int v);
716 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
717
718 // Widgets: Menus
719 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
720 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
721 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
722 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
723 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
724 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
725 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
726 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
727 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
728 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
729 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
730 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
731
732 // Tooltips
733 // - Tooltips are windows following the mouse. They do not take focus away.
734 // - A tooltip window can contain items of any types.
735 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
736 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
737 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
738 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
739 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
740
741 // Tooltips: helpers for showing a tooltip when hovering an item
742 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
743 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
744 // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
745 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
746 IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
747 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
748
749 // Popups, Modals
750 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
751 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
752 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
753 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
754 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
755 // - 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.
756 // This is sometimes leading to confusing mistakes. May rework this in the future.
757 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
758 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
759 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.
760 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.
761 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
762
763 // Popups: open/close functions
764 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
765 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
766 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
767 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
768 // - 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().
769 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
770 // - 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
771 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
772 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
773 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)
774 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
775
776 // Popups: open+begin combined functions helpers
777 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
778 // - They are convenient to easily create context menus, hence the name.
779 // - 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.
780 // - 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.
781 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!
782 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
783 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).
784
785 // Popups: query functions
786 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
787 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
788 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
789 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
790
791 // Tables
792 // - Full-featured replacement for old Columns API.
793 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
794 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
795 // The typical call flow is:
796 // - 1. Call BeginTable(), early out if returning false.
797 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
798 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
799 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
800 // - 5. Populate contents:
801 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
802 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
803 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
804 // TableNextColumn() will automatically wrap-around into the next row if needed.
805 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
806 // - Summary of possible call flow:
807 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
808 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
809 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
810 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
811 // - 5. Call EndTable()
812 IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
813 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
814 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
815 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.
816 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
817
818 // Tables: Headers & Columns declaration
819 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
820 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
821 // Headers are required to perform: reordering, sorting, and opening the context menu.
822 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
823 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
824 // some advanced use cases (e.g. adding custom widgets in header row).
825 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
826 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
827 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
828 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
829 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
830 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
831
832 // Tables: Sorting & Miscellaneous functions
833 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
834 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
835 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
836 // else you may wastefully sort your data every frame!
837 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
838 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().
839 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
840 IMGUI_API int TableGetColumnIndex(); // return current column index.
841 IMGUI_API int TableGetRowIndex(); // return current row index.
842 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.
843 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.
844 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)
845 IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
846 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.
847
848 // Legacy Columns API (prefer using Tables!)
849 // - You can also use SameLine(pos_x) to mimic simplified columns.
850 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
851 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
852 IMGUI_API int GetColumnIndex(); // get current column index
853 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
854 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
855 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
856 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
857 IMGUI_API int GetColumnsCount();
858
859 // Tab Bars, Tabs
860 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
861 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
862 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
863 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
864 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
865 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.
866 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.
867
868 // Logging/Capture
869 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
870 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
871 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
872 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
873 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
874 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
875 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
876 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
877
878 // Drag and Drop
879 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
880 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
881 // - 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)
882 // - An item can be both drag source and drop target.
883 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()
884 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.
885 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
886 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
887 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.
888 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
889 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
890
891 // Disabling [BETA API]
892 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
893 // - 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)
894 // - Tooltips windows by exception are opted out of disabling.
895 // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
896 IMGUI_API void BeginDisabled(bool disabled = true);
897 IMGUI_API void EndDisabled();
898
899 // Clipping
900 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
901 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
902 IMGUI_API void PopClipRect();
903
904 // Focus, Activation
905 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
906 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.
907
908 // Keyboard/Gamepad Navigation
909 IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
910
911 // Overlapping mode
912 IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
913
914 // Item/Widgets Utilities and Query Functions
915 // - Most of the functions are referring to the previous Item that has been submitted.
916 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
917 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.
918 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)
919 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
920 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.
921 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
922 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.
923 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
924 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.
925 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).
926 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
927 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
928 IMGUI_API bool IsAnyItemActive(); // is any item active?
929 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
930 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
931 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
932 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
933 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
934
935 // Viewports
936 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
937 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
938 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
939 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
940
941 // Background/Foreground Draw Lists
942 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
943 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
944
945 // Miscellaneous Utilities
946 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
947 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.
948 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
949 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
950 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
951 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
952 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)
953 IMGUI_API ImGuiStorage* GetStateStorage();
954
955 // Text Utilities
956 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
957
958 // Color Utilities
959 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
960 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
961 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
962 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
963
964 // Inputs Utilities: Keyboard/Mouse/Gamepad
965 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
966 // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
967 // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
968 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
969 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
970 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
971 IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
972 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
973 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.
974 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.
975
976 // Inputs Utilities: Shortcut Testing & Routing [BETA]
977 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
978 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
979 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
980 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
981 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
982 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
983 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
984 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
985 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
986 // This is an important property as it facilitate working with foreign code or larger codebase.
987 // - To understand the difference:
988 // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
989 // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
990 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
991 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
992 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
993
994 // Inputs Utilities: Key/Input Ownership [BETA]
995 // - One common use case would be to allow your items to disable standard inputs behaviors such
996 // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
997 // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
998 // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
999 // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1000 IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1001
1002 // Inputs Utilities: Mouse
1003 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1004 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1005 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1006 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1007 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1008 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1009 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)
1010 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1011 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.
1012 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
1013 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.
1014 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1015 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)
1016 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1017 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 (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1018 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1019 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
1020 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1021 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.
1022
1023 // Clipboard Utilities
1024 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1025 IMGUI_API const char* GetClipboardText();
1026 IMGUI_API void SetClipboardText(const char* text);
1027
1028 // Settings/.Ini Utilities
1029 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1030 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1031 // - 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).
1032 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1033 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.
1034 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).
1035 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.
1036
1037 // Debug Utilities
1038 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1039 IMGUI_API void DebugTextEncoding(const char* text);
1040 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1041 IMGUI_API void DebugStartItemPicker();
1042 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.
1043#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1044 IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1045 IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1046#endif
1047
1048 // Memory Allocators
1049 // - Those functions are not reliant on the current context.
1050 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1051 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1052 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1053 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1054 IMGUI_API void* MemAlloc(size_t size);
1055 IMGUI_API void MemFree(void* ptr);
1056
1057} // namespace ImGui
1058
1059//-----------------------------------------------------------------------------
1060// [SECTION] Flags & Enumerations
1061//-----------------------------------------------------------------------------
1062
1063// Flags for ImGui::Begin()
1064// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1065enum ImGuiWindowFlags_
1066{
1067 ImGuiWindowFlags_None = 0,
1068 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1069 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1070 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1071 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1072 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.
1073 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).
1074 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1075 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1076 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1077 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1078 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1079 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.
1080 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1081 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1082 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1083 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1084 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1085 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1086 ImGuiWindowFlags_UnsavedDocument = 1 << 18, // 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.
1087 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1088 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1089 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1090
1091 // [Internal]
1092 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1093 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1094 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1095 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1096 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1097
1098 // Obsolete names
1099#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1100 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1101 ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1102#endif
1103};
1104
1105// Flags for ImGui::BeginChild()
1106// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1107// About using AutoResizeX/AutoResizeY flags:
1108// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1109// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1110// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1111// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1112// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1113// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1114enum ImGuiChildFlags_
1115{
1116 ImGuiChildFlags_None = 0,
1117 ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1118 ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1119 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1120 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1121 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1122 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1123 ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1124 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1125 ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1126
1127 // Obsolete names
1128#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1129 ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1130#endif
1131};
1132
1133// Flags for ImGui::PushItemFlag()
1134// (Those are shared by all items)
1135enum ImGuiItemFlags_
1136{
1137 ImGuiItemFlags_None = 0, // (Default)
1138 ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1139 ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1140 ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1141 ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1142 ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1143 ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1144};
1145
1146// Flags for ImGui::InputText()
1147// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1148enum ImGuiInputTextFlags_
1149{
1150 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1151 ImGuiInputTextFlags_None = 0,
1152 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1153 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1154 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1155 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1156 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1157
1158 // Inputs
1159 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1160 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1161 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1162 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1163
1164 // Other options
1165 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1166 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1167 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1168 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1169 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1170 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1171 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1172 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().
1173
1174 // Elide display / Alignment
1175 ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1176
1177 // Callback features
1178 ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1179 ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1180 ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1181 ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1182 ImGuiInputTextFlags_CallbackResize = 1 << 22, // 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)
1183 ImGuiInputTextFlags_CallbackEdit = 1 << 23, // 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)
1184
1185 // Obsolete names
1186 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1187};
1188
1189// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1190enum ImGuiTreeNodeFlags_
1191{
1192 ImGuiTreeNodeFlags_None = 0,
1193 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1194 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1195 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1196 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1197 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1198 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1199 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1200 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1201 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1202 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1203 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() before the node.
1204 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 without using AllowOverlap mode.
1205 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1206 ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1207 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
1208 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1209 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1210 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1211
1212#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1213 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1214#endif
1215};
1216
1217// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1218// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1219// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1220// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1221// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1222// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1223// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1224// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1225enum ImGuiPopupFlags_
1226{
1227 ImGuiPopupFlags_None = 0,
1228 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1229 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1230 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1231 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1232 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1233 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1234 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1235 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1236 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1237 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1238 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1239 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1240};
1241
1242// Flags for ImGui::Selectable()
1243enum ImGuiSelectableFlags_
1244{
1245 ImGuiSelectableFlags_None = 0,
1246 ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1247 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1248 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1249 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1250 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1251 ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1252
1253#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1254 ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1255 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1256#endif
1257};
1258
1259// Flags for ImGui::BeginCombo()
1260enum ImGuiComboFlags_
1261{
1262 ImGuiComboFlags_None = 0,
1263 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1264 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()
1265 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1266 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1267 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1268 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1269 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1270 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1271 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1272};
1273
1274// Flags for ImGui::BeginTabBar()
1275enum ImGuiTabBarFlags_
1276{
1277 ImGuiTabBarFlags_None = 0,
1278 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1279 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1280 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1281 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1282 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1283 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1284 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1285 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1286 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1287 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1288 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1289};
1290
1291// Flags for ImGui::BeginTabItem()
1292enum ImGuiTabItemFlags_
1293{
1294 ImGuiTabItemFlags_None = 0,
1295 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1296 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1297 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1298 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1299 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1300 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1301 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1302 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1303 ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately 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.
1304};
1305
1306// Flags for ImGui::IsWindowFocused()
1307enum ImGuiFocusedFlags_
1308{
1309 ImGuiFocusedFlags_None = 0,
1310 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1311 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1312 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!
1313 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1314 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1315 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1316};
1317
1318// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1319// 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!
1320// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1321enum ImGuiHoveredFlags_
1322{
1323 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.
1324 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1325 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1326 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1327 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)
1328 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1329 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1330 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1331 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1332 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1333 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1334 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1335 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1336 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1337 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1338 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1339
1340 // Tooltips mode
1341 // - typically used in IsItemHovered() + SetTooltip() sequence.
1342 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1343 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1344 // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1345 // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1346 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1347
1348 // (Advanced) Mouse Hovering delays.
1349 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1350 // - use those if you need specific overrides.
1351 ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1352 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1353 ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1354 ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1355 ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: 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)
1356};
1357
1358// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1359enum ImGuiDragDropFlags_
1360{
1361 ImGuiDragDropFlags_None = 0,
1362 // BeginDragDropSource() flags
1363 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.
1364 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.
1365 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.
1366 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.
1367 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.
1368 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1369 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1370 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1371 // AcceptDragDropPayload() flags
1372 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.
1373 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1374 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1375 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1376
1377#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1378 ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1379#endif
1380};
1381
1382// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1383#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1384#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1385
1386// A primary data type
1387enum ImGuiDataType_
1388{
1389 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1390 ImGuiDataType_U8, // unsigned char
1391 ImGuiDataType_S16, // short
1392 ImGuiDataType_U16, // unsigned short
1393 ImGuiDataType_S32, // int
1394 ImGuiDataType_U32, // unsigned int
1395 ImGuiDataType_S64, // long long / __int64
1396 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1397 ImGuiDataType_Float, // float
1398 ImGuiDataType_Double, // double
1399 ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1400 ImGuiDataType_COUNT
1401};
1402
1403// A cardinal direction
1404enum ImGuiDir : int
1405{
1406 ImGuiDir_None = -1,
1407 ImGuiDir_Left = 0,
1408 ImGuiDir_Right = 1,
1409 ImGuiDir_Up = 2,
1410 ImGuiDir_Down = 3,
1411 ImGuiDir_COUNT
1412};
1413
1414// A sorting direction
1415enum ImGuiSortDirection : ImU8
1416{
1417 ImGuiSortDirection_None = 0,
1418 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1419 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1420};
1421
1422// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1423// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1424// Support for legacy keys was completely removed in 1.91.5.
1425// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1426// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1427// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1428enum ImGuiKey : int
1429{
1430 // Keyboard
1431 ImGuiKey_None = 0,
1432 ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1433
1434 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1435 ImGuiKey_LeftArrow,
1436 ImGuiKey_RightArrow,
1437 ImGuiKey_UpArrow,
1438 ImGuiKey_DownArrow,
1439 ImGuiKey_PageUp,
1440 ImGuiKey_PageDown,
1441 ImGuiKey_Home,
1442 ImGuiKey_End,
1443 ImGuiKey_Insert,
1444 ImGuiKey_Delete,
1445 ImGuiKey_Backspace,
1446 ImGuiKey_Space,
1447 ImGuiKey_Enter,
1448 ImGuiKey_Escape,
1449 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1450 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1451 ImGuiKey_Menu,
1452 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1453 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1454 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1455 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1456 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1457 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1458 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1459 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1460 ImGuiKey_Apostrophe, // '
1461 ImGuiKey_Comma, // ,
1462 ImGuiKey_Minus, // -
1463 ImGuiKey_Period, // .
1464 ImGuiKey_Slash, // /
1465 ImGuiKey_Semicolon, // ;
1466 ImGuiKey_Equal, // =
1467 ImGuiKey_LeftBracket, // [
1468 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1469 ImGuiKey_RightBracket, // ]
1470 ImGuiKey_GraveAccent, // `
1471 ImGuiKey_CapsLock,
1472 ImGuiKey_ScrollLock,
1473 ImGuiKey_NumLock,
1474 ImGuiKey_PrintScreen,
1475 ImGuiKey_Pause,
1476 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1477 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1478 ImGuiKey_KeypadDecimal,
1479 ImGuiKey_KeypadDivide,
1480 ImGuiKey_KeypadMultiply,
1481 ImGuiKey_KeypadSubtract,
1482 ImGuiKey_KeypadAdd,
1483 ImGuiKey_KeypadEnter,
1484 ImGuiKey_KeypadEqual,
1485 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1486 ImGuiKey_AppForward,
1487
1488 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1489 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1490 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1491 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1492 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1493 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1494 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1495 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1496 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1497 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1498 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1499 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1500 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1501 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1502 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1503 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1504 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1505 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1506 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1507 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1508 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1509 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1510 ImGuiKey_GamepadRStickLeft, // [Analog]
1511 ImGuiKey_GamepadRStickRight, // [Analog]
1512 ImGuiKey_GamepadRStickUp, // [Analog]
1513 ImGuiKey_GamepadRStickDown, // [Analog]
1514
1515 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1516 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1517 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1518
1519 // [Internal] Reserved for mod storage
1520 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1521 ImGuiKey_NamedKey_END,
1522
1523 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1524 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1525 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1526 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1527 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1528 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1529 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1530 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1531 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1532 ImGuiMod_None = 0,
1533 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1534 ImGuiMod_Shift = 1 << 13, // Shift
1535 ImGuiMod_Alt = 1 << 14, // Option/Menu
1536 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1537 ImGuiMod_Mask_ = 0xF000, // 4-bits
1538
1539 // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1540 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1541 //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1542 //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
1543
1544#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1545 ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
1546 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1547 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1548 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1549#endif
1550};
1551
1552// Flags for Shortcut(), SetNextItemShortcut(),
1553// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1554// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1555enum ImGuiInputFlags_
1556{
1557 ImGuiInputFlags_None = 0,
1558 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1559
1560 // Flags for Shortcut(), SetNextItemShortcut()
1561 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1562 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1563 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1564 ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1565 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1566 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1567 // - Routing options
1568 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1569 ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1570 ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1571 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1572
1573 // Flags for SetNextItemShortcut()
1574 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1575};
1576
1577// Configuration flags stored in io.ConfigFlags. Set by user/application.
1578enum ImGuiConfigFlags_
1579{
1580 ImGuiConfigFlags_None = 0,
1581 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1582 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1583 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1584 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.
1585 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1586
1587 // 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)
1588 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1589 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1590
1591#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1592 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1593 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1594#endif
1595};
1596
1597// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1598enum ImGuiBackendFlags_
1599{
1600 ImGuiBackendFlags_None = 0,
1601 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1602 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1603 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1604 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1605};
1606
1607// Enumeration for PushStyleColor() / PopStyleColor()
1608enum ImGuiCol_
1609{
1610 ImGuiCol_Text,
1611 ImGuiCol_TextDisabled,
1612 ImGuiCol_WindowBg, // Background of normal windows
1613 ImGuiCol_ChildBg, // Background of child windows
1614 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1615 ImGuiCol_Border,
1616 ImGuiCol_BorderShadow,
1617 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1618 ImGuiCol_FrameBgHovered,
1619 ImGuiCol_FrameBgActive,
1620 ImGuiCol_TitleBg, // Title bar
1621 ImGuiCol_TitleBgActive, // Title bar when focused
1622 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1623 ImGuiCol_MenuBarBg,
1624 ImGuiCol_ScrollbarBg,
1625 ImGuiCol_ScrollbarGrab,
1626 ImGuiCol_ScrollbarGrabHovered,
1627 ImGuiCol_ScrollbarGrabActive,
1628 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1629 ImGuiCol_SliderGrab,
1630 ImGuiCol_SliderGrabActive,
1631 ImGuiCol_Button,
1632 ImGuiCol_ButtonHovered,
1633 ImGuiCol_ButtonActive,
1634 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1635 ImGuiCol_HeaderHovered,
1636 ImGuiCol_HeaderActive,
1637 ImGuiCol_Separator,
1638 ImGuiCol_SeparatorHovered,
1639 ImGuiCol_SeparatorActive,
1640 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1641 ImGuiCol_ResizeGripHovered,
1642 ImGuiCol_ResizeGripActive,
1643 ImGuiCol_TabHovered, // Tab background, when hovered
1644 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1645 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1646 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1647 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1648 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1649 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1650 ImGuiCol_PlotLines,
1651 ImGuiCol_PlotLinesHovered,
1652 ImGuiCol_PlotHistogram,
1653 ImGuiCol_PlotHistogramHovered,
1654 ImGuiCol_TableHeaderBg, // Table header background
1655 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1656 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1657 ImGuiCol_TableRowBg, // Table row background (even rows)
1658 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1659 ImGuiCol_TextLink, // Hyperlink color
1660 ImGuiCol_TextSelectedBg,
1661 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1662 ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1663 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1664 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1665 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1666 ImGuiCol_COUNT,
1667
1668#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1669 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1670 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1671 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1672 ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1673#endif
1674};
1675
1676// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1677// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1678// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1679// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1680// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1681// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1682// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1683// - 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.
1684enum ImGuiStyleVar_
1685{
1686 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1687 ImGuiStyleVar_Alpha, // float Alpha
1688 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1689 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1690 ImGuiStyleVar_WindowRounding, // float WindowRounding
1691 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1692 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1693 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1694 ImGuiStyleVar_ChildRounding, // float ChildRounding
1695 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1696 ImGuiStyleVar_PopupRounding, // float PopupRounding
1697 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1698 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1699 ImGuiStyleVar_FrameRounding, // float FrameRounding
1700 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1701 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1702 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1703 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1704 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1705 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1706 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1707 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1708 ImGuiStyleVar_GrabRounding, // float GrabRounding
1709 ImGuiStyleVar_TabRounding, // float TabRounding
1710 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1711 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1712 ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1713 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1714 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1715 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1716 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1717 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1718 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1719 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1720 ImGuiStyleVar_COUNT
1721};
1722
1723// Flags for InvisibleButton() [extended in imgui_internal.h]
1724enum ImGuiButtonFlags_
1725{
1726 ImGuiButtonFlags_None = 0,
1727 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1728 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1729 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1730 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1731 ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1732};
1733
1734// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1735enum ImGuiColorEditFlags_
1736{
1737 ImGuiColorEditFlags_None = 0,
1738 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1739 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1740 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1741 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1742 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1743 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1744 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1745 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1746 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1747 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1748
1749 // User Options (right-click on widget to change some of them).
1750 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1751 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1752 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1753 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).
1754 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.
1755 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1756 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1757 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1758 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.
1759 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1760 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1761 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1762 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1763
1764 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1765 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1766 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1767
1768 // [Internal] Masks
1769 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1770 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1771 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1772 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1773
1774 // Obsolete names
1775 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1776};
1777
1778// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1779// 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.
1780// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1781enum ImGuiSliderFlags_
1782{
1783 ImGuiSliderFlags_None = 0,
1784 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.
1785 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).
1786 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1787 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1788 ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1789 ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1790 ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1791 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.
1792};
1793
1794// Identify a mouse button.
1795// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1796enum ImGuiMouseButton_
1797{
1798 ImGuiMouseButton_Left = 0,
1799 ImGuiMouseButton_Right = 1,
1800 ImGuiMouseButton_Middle = 2,
1801 ImGuiMouseButton_COUNT = 5
1802};
1803
1804// Enumeration for GetMouseCursor()
1805// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1806enum ImGuiMouseCursor_
1807{
1808 ImGuiMouseCursor_None = -1,
1809 ImGuiMouseCursor_Arrow = 0,
1810 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1811 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1812 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1813 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1814 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1815 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1816 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1817 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1818 ImGuiMouseCursor_COUNT
1819};
1820
1821// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1822// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1823// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1824// You can submit a change of pointer type using io.AddMouseSourceEvent().
1825enum ImGuiMouseSource : int
1826{
1827 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1828 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1829 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1830 ImGuiMouseSource_COUNT
1831};
1832
1833// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1834// Represent a condition.
1835// 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.
1836enum ImGuiCond_
1837{
1838 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1839 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1840 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1841 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1842 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1843};
1844
1845//-----------------------------------------------------------------------------
1846// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1847//-----------------------------------------------------------------------------
1848
1849// Flags for ImGui::BeginTable()
1850// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1851// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1852// - The DEFAULT sizing policies are:
1853// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1854// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1855// - When ScrollX is off:
1856// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1857// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1858// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1859// - Stretch Columns will share the remaining width according to their respective weight.
1860// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1861// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1862// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1863// - When ScrollX is on:
1864// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1865// - Columns sizing policy allowed: Fixed/Auto mostly.
1866// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1867// - 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.
1868// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1869// 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.
1870// - Read on documentation at the top of imgui_tables.cpp for details.
1871enum ImGuiTableFlags_
1872{
1873 // Features
1874 ImGuiTableFlags_None = 0,
1875 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1876 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1877 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1878 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1879 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1880 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1881 // Decorations
1882 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)
1883 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1884 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1885 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1886 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1887 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1888 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1889 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1890 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1891 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1892 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1893 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
1894 // Sizing Policy (read above for defaults)
1895 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1896 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.
1897 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1898 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1899 // Sizing Extra Options
1900 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.
1901 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.
1902 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.
1903 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.
1904 // Clipping
1905 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().
1906 // Padding
1907 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1908 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1909 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1910 // Scrolling
1911 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.
1912 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1913 // Sorting
1914 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1915 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1916 // Miscellaneous
1917 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1918
1919 // [Internal] Combinations and masks
1920 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1921};
1922
1923// Flags for ImGui::TableSetupColumn()
1924enum ImGuiTableColumnFlags_
1925{
1926 // Input configuration flags
1927 ImGuiTableColumnFlags_None = 0,
1928 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)
1929 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1930 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1931 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1932 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1933 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1934 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1935 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1936 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1937 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1938 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1939 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1940 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
1941 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1942 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1943 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1944 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1945 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1946 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1947
1948 // Output status flags, read-only via TableGetColumnFlags()
1949 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1950 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1951 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1952 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1953
1954 // [Internal] Combinations and masks
1955 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1956 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1957 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1958 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1959};
1960
1961// Flags for ImGui::TableNextRow()
1962enum ImGuiTableRowFlags_
1963{
1964 ImGuiTableRowFlags_None = 0,
1965 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1966};
1967
1968// Enum for ImGui::TableSetBgColor()
1969// Background colors are rendering in 3 layers:
1970// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1971// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1972// - Layer 2: draw with CellBg color if set.
1973// 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.
1974// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1975// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1976// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1977enum ImGuiTableBgTarget_
1978{
1979 ImGuiTableBgTarget_None = 0,
1980 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1981 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1982 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1983};
1984
1985// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1986// Obtained by calling TableGetSortSpecs().
1987// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1988// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1989 struct ImGuiTableSortSpecs
1990{
1991 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1992 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1993 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
1994
1995 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
1996};
1997
1998// Sorting specification for one column of a table (sizeof == 12 bytes)
1999 struct ImGuiTableColumnSortSpecs
2000{
2001 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2002 ImS16 ColumnIndex; // Index of the column
2003 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)
2004 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2005
2006 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2007};
2008
2009//-----------------------------------------------------------------------------
2010// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2011//-----------------------------------------------------------------------------
2012
2013//-----------------------------------------------------------------------------
2014// Debug Logging into ShowDebugLogWindow(), tty and more.
2015//-----------------------------------------------------------------------------
2016
2017#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2018#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2019#else
2020#define IMGUI_DEBUG_LOG(...) ((void)0)
2021#endif
2022
2023//-----------------------------------------------------------------------------
2024// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2025// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2026// 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.
2027//-----------------------------------------------------------------------------
2028
2029 struct ImNewWrapper {};
2030inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2031inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2032#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2033#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2034#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2035#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2036template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2037
2038//-----------------------------------------------------------------------------
2039// ImVector<>
2040// 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).
2041//-----------------------------------------------------------------------------
2042// - 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.
2043// - We use std-like naming convention here, which is a little unusual for this codebase.
2044// - 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.
2045// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2046// 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.
2047//-----------------------------------------------------------------------------
2048
2049IM_MSVC_RUNTIME_CHECKS_OFF
2050template<typename T>
2051 struct ImVector
2052{
2053 int Size;
2054 int Capacity;
2055 T* Data;
2056
2057 // Provide standard typedefs but we don't use them ourselves.
2058 typedef T value_type;
2059 typedef value_type* iterator;
2060 typedef const value_type* const_iterator;
2061
2062 // Constructors, destructor
2063 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2064 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2065 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; }
2066 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2067
2068 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2069 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2070 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2071
2072 inline bool empty() const { return Size == 0; }
2073 inline int size() const { return Size; }
2074 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2075 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2076 inline int capacity() const { return Capacity; }
2077 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2078 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2079
2080 inline T* begin() { return Data; }
2081 inline const T* begin() const { return Data; }
2082 inline T* end() { return Data + Size; }
2083 inline const T* end() const { return Data + Size; }
2084 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2085 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2086 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2087 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2088 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; }
2089
2090 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2091 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2092 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; }
2093 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
2094 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; }
2095 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; }
2096
2097 // 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.
2098 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2099 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2100 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2101 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; }
2102 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; }
2103 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; }
2104 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; }
2105 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; }
2106 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; }
2107 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; }
2108 inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2109 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2110 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2111 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; }
2112};
2113IM_MSVC_RUNTIME_CHECKS_RESTORE
2114
2115//-----------------------------------------------------------------------------
2116// [SECTION] ImGuiStyle
2117//-----------------------------------------------------------------------------
2118// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2119// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2120// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2121//-----------------------------------------------------------------------------
2122
2123 struct ImGuiStyle
2124{
2125 float Alpha; // Global alpha applies to everything in Dear ImGui.
2126 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2127 ImVec2 WindowPadding; // Padding within a window.
2128 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.
2129 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).
2130 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2131 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2132 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2133 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2134 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).
2135 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2136 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).
2137 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2138 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2139 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).
2140 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2141 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2142 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2143 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!
2144 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2145 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2146 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2147 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2148 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2149 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2150 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2151 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2152 float TabBorderSize; // Thickness of border around tabs.
2153 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.
2154 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2155 float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2156 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2157 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2158 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2159 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2160 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.
2161 float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2162 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2163 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.
2164 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2165 ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2166 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2167 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).
2168 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).
2169 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).
2170 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.
2171 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.
2172 ImVec4 Colors[ImGuiCol_COUNT];
2173
2174 // Behaviors
2175 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2176 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2177 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2178 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2179 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2180 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2181
2182 IMGUI_API ImGuiStyle();
2183 IMGUI_API void ScaleAllSizes(float scale_factor);
2184};
2185
2186//-----------------------------------------------------------------------------
2187// [SECTION] ImGuiIO
2188//-----------------------------------------------------------------------------
2189// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2190// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2191// It is generally expected that:
2192// - initialization: backends and user code writes to ImGuiIO.
2193// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2194//-----------------------------------------------------------------------------
2195// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2196//-----------------------------------------------------------------------------
2197
2198// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2199// 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.
2200 struct ImGuiKeyData
2201{
2202 bool Down; // True for if key is down
2203 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2204 float DownDurationPrev; // Last frame duration the key has been down
2205 float AnalogValue; // 0.0f..1.0f for gamepad values
2206};
2207
2208 struct ImGuiIO
2209{
2210 //------------------------------------------------------------------
2211 // Configuration // Default value
2212 //------------------------------------------------------------------
2213
2214 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2215 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2216 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2217 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2218 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2219 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.
2220 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2221 void* UserData; // = NULL // Store your own data.
2222
2223 // Font system
2224 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2225 float FontGlobalScale; // = 1.0f // Global scale all fonts
2226 bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2227 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2228 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.
2229
2230 // Keyboard/Gamepad Navigation options
2231 bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2232 bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2233 bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2234 bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2235 bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2236 bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2237 bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2238
2239 // Miscellaneous options
2240 // (you can visualize and interact with all options in 'Demo->Configuration')
2241 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.
2242 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
2243 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.
2244 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2245 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2246 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.
2247 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2248 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2249 bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2250 bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2251 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2252
2253 // Inputs Behaviors
2254 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2255 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2256 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2257 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2258 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2259 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2260
2261 //------------------------------------------------------------------
2262 // Debug options
2263 //------------------------------------------------------------------
2264
2265 // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2266 // - Error recovery is provided as a way to facilitate:
2267 // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2268 // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2269 // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2270 // You not are not supposed to rely on it in the course of a normal application run.
2271 // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2272 // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2273 // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2274 // Otherwise it would severely hinder your ability to catch and correct mistakes!
2275 // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2276 // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2277 // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2278 // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2279 bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2280 bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2281 bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2282 bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2283
2284 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2285 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2286 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2287 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2288 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2289
2290 // Tools to detect code submitting items with conflicting/duplicate IDs
2291 // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2292 // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2293 // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2294 bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
2295
2296 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2297 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2298 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2299 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2300 bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2301 bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2302
2303 // Option to deactivate io.AddFocusEvent(false) handling.
2304 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2305 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2306 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2307
2308 // Option to audit .ini data
2309 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2310
2311 //------------------------------------------------------------------
2312 // Platform Identifiers
2313 // (the imgui_impl_xxxx backend files are setting those up for you)
2314 //------------------------------------------------------------------
2315
2316 // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2317 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2318 const char* BackendPlatformName; // = NULL
2319 const char* BackendRendererName; // = NULL
2320 void* BackendPlatformUserData; // = NULL // User data for platform backend
2321 void* BackendRendererUserData; // = NULL // User data for renderer backend
2322 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2323
2324 //------------------------------------------------------------------
2325 // Input - Call before calling NewFrame()
2326 //------------------------------------------------------------------
2327
2328 // Input Functions
2329 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)
2330 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.
2331 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)
2332 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2333 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.
2334 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2335 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2336 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2337 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2338 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2339
2340 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.
2341 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.
2342 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2343 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2344 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2345#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2346 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2347#endif
2348
2349 //------------------------------------------------------------------
2350 // Output - Updated by NewFrame() or EndFrame()/Render()
2351 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2352 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2353 //------------------------------------------------------------------
2354
2355 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.).
2356 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.).
2357 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).
2358 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2359 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!
2360 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.
2361 bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2362 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.
2363 int MetricsRenderVertices; // Vertices output during last call to Render()
2364 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2365 int MetricsRenderWindows; // Number of visible windows
2366 int MetricsActiveWindows; // Number of active windows
2367 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.
2368
2369 //------------------------------------------------------------------
2370 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2371 //------------------------------------------------------------------
2372
2373 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2374
2375 // Main Input State
2376 // (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)
2377 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2378 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2379 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.
2380 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.
2381 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.
2382 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2383 bool KeyCtrl; // Keyboard modifier down: Control
2384 bool KeyShift; // Keyboard modifier down: Shift
2385 bool KeyAlt; // Keyboard modifier down: Alt
2386 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2387
2388 // Other state maintained from data above + IO function calls
2389 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. Read-only, updated by NewFrame()
2390 ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
2391 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2392 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2393 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2394 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2395 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2396 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2397 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2398 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2399 bool MouseReleased[5]; // Mouse button went from Down to !Down
2400 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.
2401 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2402 bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2403 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2404 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2405 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2406 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2407 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.
2408 bool AppFocusLost; // Only modify via AddFocusEvent()
2409 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2410 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2411 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2412
2413 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2414 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2415 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2416 // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2417 // Read https://github.com/ocornut/imgui/issues/4921 for details.
2418 //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.
2419 //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.
2420 //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.
2421 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2422
2423 // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2424 // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2425#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2426 const char* (*GetClipboardTextFn)(void* user_data);
2427 void (*SetClipboardTextFn)(void* user_data, const char* text);
2428 void* ClipboardUserData;
2429#endif
2430
2431 IMGUI_API ImGuiIO();
2432};
2433
2434//-----------------------------------------------------------------------------
2435// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2436//-----------------------------------------------------------------------------
2437
2438// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2439// The callback function should return 0 by default.
2440// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2441// - 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)
2442// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2443// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2444// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2445// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2446// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2447 struct ImGuiInputTextCallbackData
2448{
2449 ImGuiContext* Ctx; // Parent UI context
2450 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2451 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2452 void* UserData; // What user passed to InputText() // Read-only
2453
2454 // Arguments for the different callback events
2455 // - During Resize callback, Buf will be same as your input buffer.
2456 // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2457 // - 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.
2458 // - 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.
2459 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;
2460 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2461 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2462 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()
2463 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
2464 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2465 int CursorPos; // // Read-write // [Completion,History,Always]
2466 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2467 int SelectionEnd; // // Read-write // [Completion,History,Always]
2468
2469 // Helper functions for text manipulation.
2470 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2471 IMGUI_API ImGuiInputTextCallbackData();
2472 IMGUI_API void DeleteChars(int pos, int bytes_count);
2473 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2474 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2475 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2476 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2477};
2478
2479// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2480// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2481 struct ImGuiSizeCallbackData
2482{
2483 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2484 ImVec2 Pos; // Read-only. Window position, for reference.
2485 ImVec2 CurrentSize; // Read-only. Current window size.
2486 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2487};
2488
2489// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2490 struct ImGuiPayload
2491{
2492 // Members
2493 void* Data; // Data (copied and owned by dear imgui)
2494 int DataSize; // Data size
2495
2496 // [Internal]
2497 ImGuiID SourceId; // Source item id
2498 ImGuiID SourceParentId; // Source parent id (if available)
2499 int DataFrameCount; // Data timestamp
2500 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2501 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2502 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2503
2504 ImGuiPayload() { Clear(); }
2505 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2506 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2507 bool IsPreview() const { return Preview; }
2508 bool IsDelivery() const { return Delivery; }
2509};
2510
2511//-----------------------------------------------------------------------------
2512// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2513//-----------------------------------------------------------------------------
2514
2515// Helper: Unicode defines
2516#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2517#ifdef IMGUI_USE_WCHAR32
2518#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2519#else
2520#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2521#endif
2522
2523// 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.
2524// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2525 struct ImGuiOnceUponAFrame
2526{
2527 ImGuiOnceUponAFrame() { RefFrame = -1; }
2528 mutable int RefFrame;
2529 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2530};
2531
2532// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2533 struct ImGuiTextFilter
2534{
2535 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2536 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2537 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2538 IMGUI_API void Build();
2539 void Clear() { InputBuf[0] = 0; Build(); }
2540 bool IsActive() const { return !Filters.empty(); }
2541
2542 // [Internal]
2543 struct ImGuiTextRange
2544 {
2545 const char* b;
2546 const char* e;
2547
2548 ImGuiTextRange() { b = e = NULL; }
2549 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2550 bool empty() const { return b == e; }
2551 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2552 };
2553 char InputBuf[256];
2554 ImVector<ImGuiTextRange>Filters;
2555 int CountGrep;
2556};
2557
2558// Helper: Growable text buffer for logging/accumulating text
2559// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2560 struct ImGuiTextBuffer
2561{
2562 ImVector<char> Buf;
2563 IMGUI_API static char EmptyString[1];
2564
2565 ImGuiTextBuffer() { }
2566 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2567 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2568 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2569 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2570 bool empty() const { return Buf.Size <= 1; }
2571 void clear() { Buf.clear(); }
2572 void reserve(int capacity) { Buf.reserve(capacity); }
2573 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2574 IMGUI_API void append(const char* str, const char* str_end = NULL);
2575 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2576 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2577};
2578
2579// [Internal] Key+Value for ImGuiStorage
2580 struct ImGuiStoragePair
2581{
2582 ImGuiID key;
2583 union { int val_i; float val_f; void* val_p; };
2584 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2585 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2586 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2587};
2588
2589// Helper: Key->Value storage
2590// Typically you don't have to worry about this since a storage is held within each Window.
2591// We use it to e.g. store collapse state for a tree (Int 0/1)
2592// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2593// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2594// - 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).
2595// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2596// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2597 struct ImGuiStorage
2598{
2599 // [Internal]
2600 ImVector<ImGuiStoragePair> Data;
2601
2602 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2603 // - Set***() functions find pair, insertion on demand if missing.
2604 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2605 void Clear() { Data.clear(); }
2606 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2607 IMGUI_API void SetInt(ImGuiID key, int val);
2608 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2609 IMGUI_API void SetBool(ImGuiID key, bool val);
2610 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2611 IMGUI_API void SetFloat(ImGuiID key, float val);
2612 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2613 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2614
2615 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2616 // - 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.
2617 // - 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)
2618 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2619 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2620 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2621 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2622 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2623
2624 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2625 IMGUI_API void BuildSortByKey();
2626 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2627 IMGUI_API void SetAllInt(int val);
2628
2629#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2630 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2631#endif
2632};
2633
2634// Helper: Manually clip large list of items.
2635// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2636// clipping based on visibility to only submit items that are in view.
2637// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2638// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2639// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2640// scale using lists with tens of thousands of items without a problem)
2641// Usage:
2642// ImGuiListClipper clipper;
2643// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2644// while (clipper.Step())
2645// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2646// ImGui::Text("line number %d", i);
2647// Generally what happens is:
2648// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2649// - User code submit that one element.
2650// - Clipper can measure the height of the first element
2651// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2652// - User code submit visible elements.
2653// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2654 struct ImGuiListClipper
2655{
2656 ImGuiContext* Ctx; // Parent UI context
2657 int DisplayStart; // First item to display, updated by each call to Step()
2658 int DisplayEnd; // End of items to display (exclusive)
2659 int ItemsCount; // [Internal] Number of items
2660 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2661 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2662 double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2663 void* TempData; // [Internal] Internal data
2664
2665 // 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, and you can call SeekCursorForItem() manually if you need)
2666 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2667 IMGUI_API ImGuiListClipper();
2668 IMGUI_API ~ImGuiListClipper();
2669 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2670 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2671 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2672
2673 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2674 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2675 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2676 IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2677
2678 // Seek cursor toward given item. This is automatically called while stepping.
2679 // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2680 // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2681 IMGUI_API void SeekCursorForItem(int item_index);
2682
2683#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2684 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2685 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2686 //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]
2687#endif
2688};
2689
2690// Helpers: ImVec2/ImVec4 operators
2691// - It is important that we are keeping those disabled by default so they don't leak in user space.
2692// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2693// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2694#ifdef IMGUI_DEFINE_MATH_OPERATORS
2695#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2696IM_MSVC_RUNTIME_CHECKS_OFF
2697static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2698static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2699static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2700static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2701static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2702static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2703static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2704static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2705static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2706static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2707static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2708static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2709static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2710static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2711static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2712static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2713static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2714static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2715static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2716static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2717IM_MSVC_RUNTIME_CHECKS_RESTORE
2718#endif
2719
2720// Helpers macros to generate 32-bit encoded colors
2721// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2722// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
2723#ifndef IM_COL32_R_SHIFT
2724#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2725#define IM_COL32_R_SHIFT 16
2726#define IM_COL32_G_SHIFT 8
2727#define IM_COL32_B_SHIFT 0
2728#define IM_COL32_A_SHIFT 24
2729#define IM_COL32_A_MASK 0xFF000000
2730#else
2731#define IM_COL32_R_SHIFT 0
2732#define IM_COL32_G_SHIFT 8
2733#define IM_COL32_B_SHIFT 16
2734#define IM_COL32_A_SHIFT 24
2735#define IM_COL32_A_MASK 0xFF000000
2736#endif
2737#endif
2738#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))
2739#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2740#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2741#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2742
2743// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2744// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2745// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2746// **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.
2747 struct ImColor
2748{
2749 ImVec4 Value;
2750
2751 constexpr ImColor() { }
2752 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2753 constexpr ImColor(const ImVec4& col) : Value(col) {}
2754 constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2755 constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2756 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2757 inline operator ImVec4() const { return Value; }
2758
2759 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2760 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; }
2761 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); }
2762};
2763
2764//-----------------------------------------------------------------------------
2765// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2766//-----------------------------------------------------------------------------
2767
2768// Multi-selection system
2769// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2770// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2771// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2772// with support for clipper (skipping non-visible items), box-select and many other details.
2773// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2774// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2775// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2776// - In the spirit of Dear ImGui design, your code owns actual selection data.
2777// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2778// About ImGuiSelectionBasicStorage:
2779// - This is an optional helper to store a selection state and apply selection requests.
2780// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2781// Usage:
2782// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2783// - Store and maintain actual selection data using persistent object identifiers.
2784// - Usage flow:
2785// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2786// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2787// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2788// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2789// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2790// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2791// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2792// About ImGuiSelectionUserData:
2793// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2794// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2795// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2796// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2797// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2798// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2799// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2800// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2801// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2802// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2803
2804// Flags for BeginMultiSelect()
2805enum ImGuiMultiSelectFlags_
2806{
2807 ImGuiMultiSelectFlags_None = 0,
2808 ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2809 ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
2810 ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2811 ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2812 ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2813 ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
2814 ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2815 ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2816 ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
2817 ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
2818 ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
2819 ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2820 ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2821 ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
2822 ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2823 //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2824 ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2825};
2826
2827// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2828// This mainly contains a list of selection requests.
2829// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2830// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2831// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2832 struct ImGuiMultiSelectIO
2833{
2834 //------------------------------------------// BeginMultiSelect / EndMultiSelect
2835 ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2836 ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2837 ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2838 bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2839 bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2840 int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2841};
2842
2843// Selection request type
2844enum ImGuiSelectionRequestType
2845{
2846 ImGuiSelectionRequestType_None = 0,
2847 ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2848 ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
2849};
2850
2851// Selection request item
2852 struct ImGuiSelectionRequest
2853{
2854 //------------------------------------------// BeginMultiSelect / EndMultiSelect
2855 ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
2856 bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
2857 ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
2858 ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
2859 ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
2860};
2861
2862// Optional helper to store multi-selection state + apply multi-selection requests.
2863// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
2864// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2865// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
2866// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
2867// To store a multi-selection, in your application you could:
2868// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
2869// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
2870// In ImGuiSelectionBasicStorage we:
2871// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
2872// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
2873// - use decently optimized logic to allow queries and insertion of very large selection sets.
2874// - do not preserve selection order.
2875// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
2876// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
2877// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
2878 struct ImGuiSelectionBasicStorage
2879{
2880 // Members
2881 int Size; // // Number of selected items, maintained by this helper.
2882 bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
2883 void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
2884 ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
2885 int _SelectionOrder;// [Internal] Increasing counter to store selection order
2886 ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
2887
2888 // Methods
2889 IMGUI_API ImGuiSelectionBasicStorage();
2890 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
2891 IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
2892 IMGUI_API void Clear(); // Clear selection
2893 IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
2894 IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
2895 IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2896 inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
2897};
2898
2899// Optional helper to apply multi-selection requests to existing randomly accessible storage.
2900// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
2901 struct ImGuiSelectionExternalStorage
2902{
2903 // Members
2904 void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
2905 void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
2906
2907 // Methods
2908 IMGUI_API ImGuiSelectionExternalStorage();
2909 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
2910};
2911
2912//-----------------------------------------------------------------------------
2913// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2914// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2915//-----------------------------------------------------------------------------
2916
2917// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2918#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2919#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2920#endif
2921
2922// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2923// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2924// you can poke into the draw list for that! Draw callback may be useful for example to:
2925// A) Change your GPU render state,
2926// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2927// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2928// 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.
2929#ifndef ImDrawCallback
2930typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2931#endif
2932
2933// Special Draw callback value to request renderer backend to reset the graphics/render state.
2934// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2935// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2936// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
2937#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2938
2939// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2940// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2941// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2942// Backends made for <1.71. will typically ignore the VtxOffset fields.
2943// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2944 struct ImDrawCmd
2945{
2946 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2947 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.
2948 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.
2949 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2950 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[].
2951 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2952 void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
2953 int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
2954 int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
2955
2956 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2957
2958 // 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)
2959 inline ImTextureID GetTexID() const { return TextureId; }
2960};
2961
2962// Vertex layout
2963#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2964 struct ImDrawVert
2965{
2966 ImVec2 pos;
2967 ImVec2 uv;
2968 ImU32 col;
2969};
2970#else
2971// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2972// 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.
2973// 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.
2974// 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.
2975IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2976#endif
2977
2978// [Internal] For use by ImDrawList
2979 struct ImDrawCmdHeader
2980{
2981 ImVec4 ClipRect;
2982 ImTextureID TextureId;
2983 unsigned int VtxOffset;
2984};
2985
2986// [Internal] For use by ImDrawListSplitter
2987 struct ImDrawChannel
2988{
2989 ImVector<ImDrawCmd> _CmdBuffer;
2990 ImVector<ImDrawIdx> _IdxBuffer;
2991};
2992
2993
2994// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2995// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2996 struct ImDrawListSplitter
2997{
2998 int _Current; // Current channel number (0)
2999 int _Count; // Number of active channels (1+)
3000 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3001
3002 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
3003 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3004 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3005 IMGUI_API void ClearFreeMemory();
3006 IMGUI_API void Split(ImDrawList* draw_list, int count);
3007 IMGUI_API void Merge(ImDrawList* draw_list);
3008 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3009};
3010
3011// Flags for ImDrawList functions
3012// (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)
3013enum ImDrawFlags_
3014{
3015 ImDrawFlags_None = 0,
3016 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3017 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3018 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3019 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3020 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3021 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3022 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3023 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3024 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3025 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3026 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3027 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3028 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3029};
3030
3031// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3032// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3033enum ImDrawListFlags_
3034{
3035 ImDrawListFlags_None = 0,
3036 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)
3037 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3038 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3039 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3040};
3041
3042// Draw command list
3043// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3044// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3045// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3046// access the current window draw list and draw custom primitives.
3047// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3048// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3049// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3050// 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.
3051 struct ImDrawList
3052{
3053 // This is what you have to render
3054 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3055 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3056 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3057 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3058
3059 // [Internal, used while building lists]
3060 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3061 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3062 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3063 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3064 ImVector<ImVec2> _Path; // [Internal] current path building
3065 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3066 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3067 ImVector<ImVec4> _ClipRectStack; // [Internal]
3068 ImVector<ImTextureID> _TextureIdStack; // [Internal]
3069 ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3070 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3071 const char* _OwnerName; // Pointer to owner window's name for debugging
3072
3073 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3074 // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3075 IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3076 IMGUI_API ~ImDrawList();
3077
3078 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)
3079 IMGUI_API void PushClipRectFullScreen();
3080 IMGUI_API void PopClipRect();
3081 IMGUI_API void PushTextureID(ImTextureID texture_id);
3082 IMGUI_API void PopTextureID();
3083 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3084 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3085
3086 // Primitives
3087 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3088 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3089 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3090 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3091 // In future versions we will use textures to provide cheaper and higher-quality circles.
3092 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3093 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3094 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)
3095 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)
3096 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);
3097 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3098 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3099 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3100 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3101 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3102 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3103 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3104 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3105 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3106 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3107 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3108 IMGUI_API void AddText(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);
3109 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)
3110 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)
3111
3112 // General polygon
3113 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3114 // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
3115 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3116 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3117 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3118
3119 // Image primitives
3120 // - Read FAQ to understand what ImTextureID is.
3121 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3122 // - "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.
3123 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);
3124 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);
3125 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);
3126
3127 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3128 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3129 // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3130 inline void PathClear() { _Path.Size = 0; }
3131 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3132 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3133 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3134 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3135 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3136 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3137 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
3138 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3139 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3140 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3141 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3142
3143 // Advanced: Draw Callbacks
3144 // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3145 // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3146 // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3147 // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3148 // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3149 // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3150 // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3151 // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3152 IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3153
3154 // Advanced: Miscellaneous
3155 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
3156 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3157
3158 // Advanced: Channels
3159 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3160 // - 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)
3161 // - This API shouldn't have been in ImDrawList in the first place!
3162 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3163 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3164 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3165 inline void ChannelsMerge() { _Splitter.Merge(this); }
3166 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3167
3168 // Advanced: Primitives allocations
3169 // - We render triangles (three vertices)
3170 // - All primitives needs to be reserved via PrimReserve() beforehand.
3171 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3172 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3173 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3174 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3175 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);
3176 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3177 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3178 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3179
3180 // Obsolete names
3181 //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3182 //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3183 //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3184 //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)
3185 //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)
3186
3187 // [Internal helpers]
3188 IMGUI_API void _ResetForNewFrame();
3189 IMGUI_API void _ClearFreeMemory();
3190 IMGUI_API void _PopUnusedDrawCmd();
3191 IMGUI_API void _TryMergeDrawCmds();
3192 IMGUI_API void _OnChangedClipRect();
3193 IMGUI_API void _OnChangedTextureID();
3194 IMGUI_API void _OnChangedVtxOffset();
3195 IMGUI_API void _SetTextureID(ImTextureID texture_id);
3196 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3197 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3198 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3199};
3200
3201// All draw data to render a Dear ImGui frame
3202// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3203// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3204 struct ImDrawData
3205{
3206 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3207 int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
3208 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3209 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3210 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3211 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)
3212 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3213 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.
3214 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3215
3216 // Functions
3217 ImDrawData() { Clear(); }
3218 IMGUI_API void Clear();
3219 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3220 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!
3221 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.
3222};
3223
3224//-----------------------------------------------------------------------------
3225// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3226//-----------------------------------------------------------------------------
3227
3228 struct ImFontConfig
3229{
3230 void* FontData; // // TTF/OTF data
3231 int FontDataSize; // // TTF/OTF data size
3232 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3233 int FontNo; // 0 // Index of font within TTF/OTF file
3234 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3235 int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3236 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.
3237 bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. 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.
3238 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3239 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3240 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).
3241 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3242 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3243 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.
3244 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3245 float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3246 float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3247 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3248
3249 // [Internal]
3250 char Name[40]; // Name (strictly to ease debugging)
3251 ImFont* DstFont;
3252
3253 IMGUI_API ImFontConfig();
3254};
3255
3256// Hold rendering data for one glyph.
3257// (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)
3258 struct ImFontGlyph
3259{
3260 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)
3261 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3262 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3263 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3264 float X0, Y0, X1, Y1; // Glyph corners
3265 float U0, V0, U1, V1; // Texture coordinates
3266};
3267
3268// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3269// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3270 struct ImFontGlyphRangesBuilder
3271{
3272 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3273
3274 ImFontGlyphRangesBuilder() { Clear(); }
3275 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); }
3276 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
3277 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
3278 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3279 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3280 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3281 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3282};
3283
3284// See ImFontAtlas::AddCustomRectXXX functions.
3285 struct ImFontAtlasCustomRect
3286{
3287 unsigned short X, Y; // Output // Packed position in Atlas
3288
3289 // [Internal]
3290 unsigned short Width, Height; // Input // Desired rectangle dimension
3291 unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000)
3292 unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting.
3293 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3294 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3295 ImFont* Font; // Input // For custom font glyphs only: target font
3296 ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3297 bool IsPacked() const { return X != 0xFFFF; }
3298};
3299
3300// Flags for ImFontAtlas build
3301enum ImFontAtlasFlags_
3302{
3303 ImFontAtlasFlags_None = 0,
3304 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3305 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3306 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).
3307};
3308
3309// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3310// - One or more fonts.
3311// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3312// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3313// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3314// - 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.
3315// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3316// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3317// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3318// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3319// Common pitfalls:
3320// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3321// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3322// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3323// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3324// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3325// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3326 struct ImFontAtlas
3327{
3328 IMGUI_API ImFontAtlas();
3329 IMGUI_API ~ImFontAtlas();
3330 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3331 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3332 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3333 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_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.
3334 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_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.
3335 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.
3336 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.
3337 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3338 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
3339 IMGUI_API void Clear(); // Clear all input and output.
3340
3341 // Build atlas, retrieve pixel data.
3342 // 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().
3343 // The pitch is always = Width * BytesPerPixels (1 or 4)
3344 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3345 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3346 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3347 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3348 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3349 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...
3350 void SetTexID(ImTextureID id) { TexID = id; }
3351
3352 //-------------------------------------------
3353 // Glyph Ranges
3354 //-------------------------------------------
3355
3356 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3357 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3358 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3359 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3360 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3361 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3362 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3363 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3364 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3365 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3366 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3367 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3368 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3369
3370 //-------------------------------------------
3371 // [BETA] Custom Rectangles/Glyphs API
3372 //-------------------------------------------
3373
3374 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3375 // - After calling Build(), you can query the rectangle position and render your pixels.
3376 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3377 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3378 // so you can render e.g. custom colorful icons and use them as regular glyphs.
3379 // - Read docs/FONTS.md for more details about using colorful icons.
3380 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3381 IMGUI_API int AddCustomRectRegular(int width, int height);
3382 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3383 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3384
3385 // [Internal]
3386 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3387 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3388
3389 //-------------------------------------------
3390 // Members
3391 //-------------------------------------------
3392
3393 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3394 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.
3395 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.
3396 int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". 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).
3397 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3398 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3399
3400 // [Internal]
3401 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3402 bool TexReady; // Set when texture was built matching current font input
3403 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.
3404 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3405 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3406 int TexWidth; // Texture width calculated during Build().
3407 int TexHeight; // Texture height calculated during Build().
3408 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3409 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3410 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.
3411 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3412 ImVector<ImFontConfig> ConfigData; // Configuration data
3413 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3414
3415 // [Internal] Font builder
3416 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3417 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.
3418
3419 // [Internal] Packing data
3420 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3421 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3422
3423 // [Obsolete]
3424 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3425 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3426};
3427
3428// Font runtime data and rendering
3429// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3430 struct ImFont
3431{
3432 // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3433 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3434 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3435 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3436
3437 // [Internal] Members: Hot ~28/40 bytes (for RenderText loop)
3438 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3439 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3440 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3441
3442 // [Internal] Members: Cold ~32/40 bytes
3443 // Conceptually ConfigData[] is the list of font sources merged to create this font.
3444 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3445 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances
3446 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3447 short EllipsisCharCount; // 1 // out // 1 or 3
3448 ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering.
3449 ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found.
3450 float EllipsisWidth; // 4 // out // Width
3451 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3452 bool DirtyLookupTables; // 1 // out //
3453 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3454 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3455 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)
3456 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.
3457
3458 // Methods
3459 IMGUI_API ImFont();
3460 IMGUI_API ~ImFont();
3461 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c);
3462 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c);
3463 float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3464 bool IsLoaded() const { return ContainerAtlas != NULL; }
3465 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
3466
3467 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3468 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3469 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); // utf8
3470 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width);
3471 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c);
3472 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);
3473
3474 // [Internal] Don't use!
3475 IMGUI_API void BuildLookupTable();
3476 IMGUI_API void ClearOutputData();
3477 IMGUI_API void GrowIndex(int new_size);
3478 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);
3479 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.
3480 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
3481 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3482};
3483
3484//-----------------------------------------------------------------------------
3485// [SECTION] Viewports
3486//-----------------------------------------------------------------------------
3487
3488// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3489enum ImGuiViewportFlags_
3490{
3491 ImGuiViewportFlags_None = 0,
3492 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3493 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3494 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
3495};
3496
3497// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3498// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
3499// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3500// - About Main Area vs Work Area:
3501// - Main Area = entire viewport.
3502// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3503// - Windows are generally trying to stay within the Work Area of their host viewport.
3504 struct ImGuiViewport
3505{
3506 ImGuiID ID; // Unique identifier for the viewport
3507 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3508 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3509 ImVec2 Size; // Main Area: Size of the viewport.
3510 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3511 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3512
3513 // Platform/Backend Dependent Data
3514 void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
3515 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
3516
3517 ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3518
3519 // Helpers
3520 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3521 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3522};
3523
3524//-----------------------------------------------------------------------------
3525// [SECTION] Platform Dependent Interfaces
3526//-----------------------------------------------------------------------------
3527
3528// Access via ImGui::GetPlatformIO()
3529 struct ImGuiPlatformIO
3530{
3531 IMGUI_API ImGuiPlatformIO();
3532
3533 //------------------------------------------------------------------
3534 // Interface with OS and Platform backend
3535 //------------------------------------------------------------------
3536
3537 // Optional: Access OS clipboard
3538 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3539 const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3540 void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3541 void* Platform_ClipboardUserData;
3542
3543 // Optional: Open link/folder/file in OS Shell
3544 // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
3545 bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3546 void* Platform_OpenInShellUserData;
3547
3548 // 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)
3549 // (default to use native imm32 api on Windows)
3550 void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3551 void* Platform_ImeUserData;
3552 //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3553
3554 // Optional: Platform locale
3555 // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3556 ImWchar Platform_LocaleDecimalPoint; // '.'
3557
3558 //------------------------------------------------------------------
3559 // Interface with Renderer Backend
3560 //------------------------------------------------------------------
3561
3562 // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
3563 void* Renderer_RenderState;
3564};
3565
3566// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
3567 struct ImGuiPlatformImeData
3568{
3569 bool WantVisible; // A widget wants the IME to be visible
3570 ImVec2 InputPos; // Position of the input cursor
3571 float InputLineHeight; // Line height
3572
3573 ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3574};
3575
3576//-----------------------------------------------------------------------------
3577// [SECTION] Obsolete functions and types
3578// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3579// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3580//-----------------------------------------------------------------------------
3581
3582#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3583namespace ImGui
3584{
3585 // OBSOLETED in 1.91.0 (from July 2024)
3586 static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
3587 static inline void PopButtonRepeat() { PopItemFlag(); }
3588 static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3589 static inline void PopTabStop() { PopItemFlag(); }
3590 IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3591 IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3592 IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3593 // OBSOLETED in 1.90.0 (from September 2023)
3594 static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3595 static inline void EndChildFrame() { EndChild(); }
3596 //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3597 //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3598 static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3599 IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3600 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3601 // OBSOLETED in 1.89.7 (from June 2023)
3602 IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3603 // OBSOLETED in 1.89.4 (from March 2023)
3604 static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3605 static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
3606
3607 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3608 //-- OBSOLETED in 1.89 (from August 2022)
3609 //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). Refer to code in 1.91 if you want to grab a copy of this version.
3610 //-- OBSOLETED in 1.88 (from May 2022)
3611 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3612 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3613 //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
3614 //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
3615 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3616 //-- OBSOLETED in 1.86 (from November 2021)
3617 //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
3618 //-- OBSOLETED in 1.85 (from August 2021)
3619 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3620 //-- OBSOLETED in 1.81 (from February 2021)
3621 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3622 //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
3623 //static inline void ListBoxFooter() { EndListBox(); }
3624 //-- OBSOLETED in 1.79 (from August 2020)
3625 //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!
3626 //-- 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.
3627 //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)
3628 //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)
3629 //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)
3630 //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)
3631 //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)
3632 //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)
3633 //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)
3634 //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)
3635 //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)
3636 //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)
3637 //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)
3638 //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)
3639 //-- OBSOLETED in 1.77 and before
3640 //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)
3641 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3642 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3643 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3644 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3645 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3646 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3647 //-- OBSOLETED in 1.60 and before
3648 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3649 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3650 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3651 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3652 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3653 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3654 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3655 //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().
3656 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3657 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3658 //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)
3659 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3660 //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.
3661 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3662 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3663 //-- OBSOLETED in 1.50 and before
3664 //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
3665 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3666 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3667 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3668}
3669
3670//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3671//typedef ImDrawFlags ImDrawCornerFlags;
3672//enum ImDrawCornerFlags_
3673//{
3674// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3675// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3676// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3677// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3678// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3679// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3680// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3681// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3682// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3683// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3684//};
3685
3686// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3687// 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.
3688//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
3689//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3690//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3691//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3692
3693#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3694
3695#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3696
3697// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3698#ifdef IMGUI_DISABLE_METRICS_WINDOW
3699#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3700#endif
3701
3702//-----------------------------------------------------------------------------
3703
3704#if defined(__clang__)
3705#pragma clang diagnostic pop
3706#elif defined(__GNUC__)
3707#pragma GCC diagnostic pop
3708#endif
3709
3710#ifdef _MSC_VER
3711#pragma warning (pop)
3712#endif
3713
3714// Include imgui_user.h at the end of imgui.h
3715// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3716#ifdef IMGUI_INCLUDE_IMGUI_USER_H
3717#ifdef IMGUI_USER_H_FILENAME
3718#include IMGUI_USER_H_FILENAME
3719#else
3720#include "imgui_user.h"
3721#endif
3722#endif
3723
3724#endif // #ifndef IMGUI_DISABLE
ImColor
Definition imgui.h:2748
ImDrawChannel
Definition imgui.h:2988
ImDrawCmdHeader
Definition imgui.h:2980
ImDrawCmd
Definition imgui.h:2945
ImDrawData
Definition imgui.h:3205
ImDrawList
Definition imgui.h:3052
ImDrawListSharedData
Definition imgui_internal.h:771
ImDrawListSplitter
Definition imgui.h:2997
ImDrawVert
Definition imgui.h:2965
ImFontAtlasCustomRect
Definition imgui.h:3286
ImFontAtlas
Definition imgui.h:3327
ImFontBuilderIO
Definition imgui_internal.h:3536
ImFontConfig
Definition imgui.h:3229
ImFontGlyph
Definition imgui.h:3259
ImFontGlyphRangesBuilder
Definition imgui.h:3271
ImFont
Definition imgui.h:3431
ImGuiContext
Definition imgui_internal.h:2030
ImGuiIO
Definition imgui.h:2209
ImGuiInputTextCallbackData
Definition imgui.h:2448
ImGuiKeyData
Definition imgui.h:2201
ImGuiListClipper
Definition imgui.h:2655
ImGuiMultiSelectIO
Definition imgui.h:2833
ImGuiOnceUponAFrame
Definition imgui.h:2526
ImGuiPayload
Definition imgui.h:2491
ImGuiPlatformIO
Definition imgui.h:3530
ImGuiPlatformImeData
Definition imgui.h:3568
ImGuiSelectionBasicStorage
Definition imgui.h:2879
ImGuiSelectionExternalStorage
Definition imgui.h:2902
ImGuiSelectionRequest
Definition imgui.h:2853
ImGuiSizeCallbackData
Definition imgui.h:2482
ImGuiStorage
Definition imgui.h:2598
ImGuiStoragePair
Definition imgui.h:2581
ImGuiStyle
Definition imgui.h:2124
ImGuiTableColumnSortSpecs
Definition imgui.h:2000
ImGuiTableSortSpecs
Definition imgui.h:1990
ImGuiTextBuffer
Definition imgui.h:2561
ImGuiTextFilter
Definition imgui.h:2534
ImGuiViewport
Definition imgui.h:3505
ImNewWrapper
Definition imgui.h:2029
ImVec2
Definition imgui.h:292
ImVec4
Definition imgui.h:305
ImVector
Definition imgui.h:2052