vsgImGui: include/vsgImGui/imgui.h Source File

vsgImGui 0.5.0 VulkanSceneGraph, ImGui and ImPlot integration library

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imgui.h
1// dear imgui, v1.90.9
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
9// Resources:
10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11// - Homepage ................... https://github.com/ocornut/imgui
12// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
13// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
18// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
19// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21// - Issues & support ........... https://github.com/ocornut/imgui/issues
22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23
24// For first-time users having issues compiling/linking/running/loading fonts:
25// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
26// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
27
28// Library Version
29// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
30#define IMGUI_VERSION "1.90.9"
31#define IMGUI_VERSION_NUM 19090
32#define IMGUI_HAS_TABLE
33
34/*
35
36Index of this file:
37// [SECTION] Header mess
38// [SECTION] Forward declarations and basic types
39// [SECTION] Dear ImGui end-user API functions
40// [SECTION] Flags & Enumerations
41// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
42// [SECTION] Helpers: Memory allocations macros, ImVector<>
43// [SECTION] ImGuiStyle
44// [SECTION] ImGuiIO
45// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
46// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
47// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
48// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
49// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
50// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
51// [SECTION] Obsolete functions and types
52
53*/
54
55#pragma once
56
57// Configuration file with compile-time options
58// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
59#ifdef IMGUI_USER_CONFIG
60#include IMGUI_USER_CONFIG
61#endif
62#include "imconfig.h"
63
64#ifndef IMGUI_DISABLE
65
66//-----------------------------------------------------------------------------
67// [SECTION] Header mess
68//-----------------------------------------------------------------------------
69
70// Includes
71#include <float.h> // FLT_MIN, FLT_MAX
72#include <stdarg.h> // va_list, va_start, va_end
73#include <stddef.h> // ptrdiff_t, NULL
74#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
75
76// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
77// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
78// 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.
79#ifndef IMGUI_API
80#define IMGUI_API
81#endif
82#ifndef IMGUI_IMPL_API
83#define IMGUI_IMPL_API IMGUI_API
84#endif
85
86// Helper Macros
87#ifndef IM_ASSERT
88#include <assert.h>
89#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
90#endif
91#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
92#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
93
94// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
95#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
96
97// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
98// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
99// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
100#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
101#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
102#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
103#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
104#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
105#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
106#else
107#define IM_FMTARGS(FMT)
108#define IM_FMTLIST(FMT)
109#endif
110
111// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
112#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
113#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
114#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
115#else
116#define IM_MSVC_RUNTIME_CHECKS_OFF
117#define IM_MSVC_RUNTIME_CHECKS_RESTORE
118#endif
119
120// Warnings
121#ifdef _MSC_VER
122#pragma warning (push)
123#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
124#endif
125#if defined(__clang__)
126#pragma clang diagnostic push
127#if __has_warning("-Wunknown-warning-option")
128#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
129#endif
130#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
131#pragma clang diagnostic ignored "-Wold-style-cast"
132#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
133#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
134#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
135#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
136#elif defined(__GNUC__)
137#pragma GCC diagnostic push
138#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
139#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
140#endif
141
142//-----------------------------------------------------------------------------
143// [SECTION] Forward declarations and basic types
144//-----------------------------------------------------------------------------
145
146// Scalar data types
147typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
148typedef signed char ImS8; // 8-bit signed integer
149typedef unsigned char ImU8; // 8-bit unsigned integer
150typedef signed short ImS16; // 16-bit signed integer
151typedef unsigned short ImU16; // 16-bit unsigned integer
152typedef signed int ImS32; // 32-bit signed integer == int
153typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
154typedef signed long long ImS64; // 64-bit signed integer
155typedef unsigned long long ImU64; // 64-bit unsigned integer
156
157// Forward declarations
158struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
159struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
160struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
161struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
162struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
163struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
164struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
165struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
166struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
167struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
168struct ImFontConfig; // Configuration data when adding a font or merging fonts
169struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
170struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
171struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
172struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
173struct ImGuiIO; // Main configuration and I/O between your application and ImGui
174struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
175struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
176struct ImGuiListClipper; // Helper to manually clip large list of items
177struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
178struct ImGuiPayload; // User data payload for drag and drop operations
179struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
180struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
181struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
182struct ImGuiStoragePair; // Helper for key->value storage (pair)
183struct ImGuiStyle; // Runtime data for styling/colors
184struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
185struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
186struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
187struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
188struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
189
190// Enumerations
191// - 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)
192// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
193// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
194// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
195// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
196enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
197enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
198enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
199enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
200typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
201typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
202typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
203typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
204typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
205typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
206typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
207
208// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
209// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
210// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
211// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
212// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
213typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
214typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
215typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
216typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
217typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
218typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
219typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
220typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
221typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
222typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
223typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
224typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
225typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
226typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
227typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
228typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
229typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
230typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
231typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
232typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
233typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
234typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
235typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
236typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
237typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
238typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
239
240// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
241// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
242// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
243#ifndef ImTextureID
244typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
245#endif
246
247// ImDrawIdx: vertex index. [Compile-time configurable type]
248// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
249// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
250#ifndef ImDrawIdx
251typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
252#endif
253
254// Character types
255// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
256typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
257typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
258#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
259typedef ImWchar32 ImWchar;
260#else
261typedef ImWchar16 ImWchar;
262#endif
263
264// Callback and functions types
265typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
266typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
267typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
268typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
269
270// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
271// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
272// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
273IM_MSVC_RUNTIME_CHECKS_OFF
274 struct ImVec2
275{
276 float x, y;
277 constexpr ImVec2() : x(0.0f), y(0.0f) { }
278 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
279 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.
280 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
281#ifdef IM_VEC2_CLASS_EXTRA
282 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.
283#endif
284};
285
286// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
287 struct ImVec4
288{
289 float x, y, z, w;
290 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
291 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
292#ifdef IM_VEC4_CLASS_EXTRA
293 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.
294#endif
295};
296IM_MSVC_RUNTIME_CHECKS_RESTORE
297
298//-----------------------------------------------------------------------------
299// [SECTION] Dear ImGui end-user API functions
300// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
301//-----------------------------------------------------------------------------
302
303namespace ImGui
304{
305 // Context creation and access
306 // - 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.
307 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
308 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
309 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
310 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
311 IMGUI_API ImGuiContext* GetCurrentContext();
312 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
313
314 // Main
315 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
316 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
317 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
318 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!
319 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
320 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
321
322 // Demo, Debug, Information
323 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!
324 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
325 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
326 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.
327 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
328 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)
329 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
330 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
331 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
332 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)
333
334 // Styles
335 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
336 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
337 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
338
339 // Windows
340 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
341 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
342 // which clicking will set the boolean to false when clicked.
343 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
344 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
345 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
346 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
347 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
348 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
349 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
350 // - Note that the bottom of window stack always contains a window called "Debug".
351 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
352 IMGUI_API void End();
353
354 // Child Windows
355 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
356 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
357 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
358 // Consider updating your old code:
359 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
360 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
361 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
362 // == 0.0f: use remaining parent window size for this axis.
363 // > 0.0f: use specified size for this axis.
364 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
365 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
366 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
367 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
368 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
369 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
370 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
371 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
372 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
373 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
374 IMGUI_API void EndChild();
375
376 // Windows Utilities
377 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
378 IMGUI_API bool IsWindowAppearing();
379 IMGUI_API bool IsWindowCollapsed();
380 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
381 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.
382 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
383 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
384 IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
385 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
386 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
387
388 // Window manipulation
389 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
390 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.
391 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()
392 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.
393 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()
394 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
395 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
396 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
397 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.
398 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.
399 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.
400 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
401 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
402 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().
403 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
404 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.
405 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
406 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
407
408 // Content region
409 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
410 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
411 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
412 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
413 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
414 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
415
416 // Windows Scrolling
417 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
418 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
419 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
420 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
421 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
422 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
423 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
424 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
425 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.
426 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.
427 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.
428 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.
429
430 // Parameters stacks (shared)
431 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
432 IMGUI_API void PopFont();
433 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
434 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
435 IMGUI_API void PopStyleColor(int count = 1);
436 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
437 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
438 IMGUI_API void PopStyleVar(int count = 1);
439 IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
440 IMGUI_API void PopTabStop();
441 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
442 IMGUI_API void PopButtonRepeat();
443
444 // Parameters stacks (current window)
445 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).
446 IMGUI_API void PopItemWidth();
447 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)
448 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.
449 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
450 IMGUI_API void PopTextWrapPos();
451
452 // Style read access
453 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
454 IMGUI_API ImFont* GetFont(); // get current font
455 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
456 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
457 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
458 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
459 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
460 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.
461
462 // Layout cursor positioning
463 // - By "cursor" we mean the current output position.
464 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
465 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
466 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
467 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
468 // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
469 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
470 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
471 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
472 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
473 IMGUI_API float GetCursorPosX(); // [window-local] "
474 IMGUI_API float GetCursorPosY(); // [window-local] "
475 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
476 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
477 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
478 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
479
480 // Other layout functions
481 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
482 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.
483 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
484 IMGUI_API void Spacing(); // add vertical spacing.
485 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.
486 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
487 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
488 IMGUI_API void BeginGroup(); // lock horizontal starting position
489 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.)
490 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)
491 IMGUI_API float GetTextLineHeight(); // ~ FontSize
492 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
493 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
494 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
495
496 // ID stack/scopes
497 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
498 // - Those questions are answered and impacted by understanding of the ID stack system:
499 // - "Q: Why is my widget not reacting when I click on it?"
500 // - "Q: How can I have widgets with an empty label?"
501 // - "Q: How can I have multiple widgets with the same label?"
502 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
503 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
504 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
505 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
506 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
507 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
508 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
509 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
510 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
511 IMGUI_API void PopID(); // pop from the ID stack.
512 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
513 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
514 IMGUI_API ImGuiID GetID(const void* ptr_id);
515
516 // Widgets: Text
517 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.
518 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
519 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
520 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
521 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
522 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
523 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
524 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().
525 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
526 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
527 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
528 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
529 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
530 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
531
532 // Widgets: Main
533 // - Most widgets return true when the value has been changed or when pressed/selected
534 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
535 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
536 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
537 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.)
538 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
539 IMGUI_API bool Checkbox(const char* label, bool* v);
540 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
541 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
542 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
543 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
544 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
545 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
546
547 // Widgets: Images
548 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
549 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
550 // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
551 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));
552 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));
553
554 // Widgets: Combo Box (Dropdown)
555 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
556 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
557 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
558 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
559 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
560 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"
561 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);
562
563 // Widgets: Drag Sliders
564 // - 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.
565 // - 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',
566 // 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
567 // - 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.
568 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
569 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
570 // - 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.
571 // - 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.
572 // - 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.
573 // - 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.
574 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
575 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
576 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);
577 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);
578 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);
579 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);
580 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
581 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);
582 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);
583 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);
584 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);
585 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);
586 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);
587
588 // Widgets: Regular Sliders
589 // - 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.
590 // - 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.
591 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
592 // - 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.
593 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
594 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.
595 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
596 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
597 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
598 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);
599 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
600 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
601 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
602 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
603 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);
604 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);
605 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);
606 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);
607 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);
608
609 // Widgets: Input with Keyboard
610 // - 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.
611 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
612 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
613 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);
614 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);
615 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);
616 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
617 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
618 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
619 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
620 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
621 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
622 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
623 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);
624 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);
625 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);
626
627 // 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.)
628 // - 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.
629 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
630 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
631 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
632 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
633 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
634 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.
635 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.
636
637 // Widgets: Trees
638 // - 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.
639 IMGUI_API bool TreeNode(const char* label);
640 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().
641 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
642 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
643 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
644 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
645 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
646 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
647 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
648 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
649 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.
650 IMGUI_API void TreePush(const void* ptr_id); // "
651 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
652 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
653 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().
654 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.
655 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
656
657 // Widgets: Selectables
658 // - A selectable highlights when hovered, and can display another color when selected.
659 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
660 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
661 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.
662
663 // Widgets: List Boxes
664 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
665 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
666 // - 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.
667 // - 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
668 // - 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
669 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
670 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
671 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
672 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);
673
674 // Widgets: Data Plotting
675 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
676 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));
677 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));
678 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));
679 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));
680
681 // Widgets: Value() Helpers.
682 // - 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)
683 IMGUI_API void Value(const char* prefix, bool b);
684 IMGUI_API void Value(const char* prefix, int v);
685 IMGUI_API void Value(const char* prefix, unsigned int v);
686 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
687
688 // Widgets: Menus
689 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
690 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
691 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
692 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
693 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
694 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
695 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
696 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
697 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
698 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
699 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
700 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
701
702 // Tooltips
703 // - Tooltips are windows following the mouse. They do not take focus away.
704 // - A tooltip window can contain items of any types.
705 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
706 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
707 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
708 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().
709 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
710
711 // Tooltips: helpers for showing a tooltip when hovering an item
712 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
713 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
714 // - 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'.
715 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
716 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().
717 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
718
719 // Popups, Modals
720 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
721 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
722 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
723 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
724 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
725 // - 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.
726 // This is sometimes leading to confusing mistakes. May rework this in the future.
727 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
728 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
729 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.
730 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.
731 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
732
733 // Popups: open/close functions
734 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
735 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
736 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
737 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
738 // - 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().
739 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
740 // - 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
741 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
742 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
743 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)
744 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
745
746 // Popups: open+begin combined functions helpers
747 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
748 // - They are convenient to easily create context menus, hence the name.
749 // - 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.
750 // - 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.
751 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!
752 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
753 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).
754
755 // Popups: query functions
756 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
757 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
758 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
759 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
760
761 // Tables
762 // - Full-featured replacement for old Columns API.
763 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
764 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
765 // The typical call flow is:
766 // - 1. Call BeginTable(), early out if returning false.
767 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
768 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
769 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
770 // - 5. Populate contents:
771 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
772 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
773 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
774 // TableNextColumn() will automatically wrap-around into the next row if needed.
775 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
776 // - Summary of possible call flow:
777 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
778 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
779 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
780 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
781 // - 5. Call EndTable()
782 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);
783 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
784 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
785 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.
786 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
787
788 // Tables: Headers & Columns declaration
789 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
790 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
791 // Headers are required to perform: reordering, sorting, and opening the context menu.
792 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
793 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
794 // some advanced use cases (e.g. adding custom widgets in header row).
795 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
796 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
797 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
798 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
799 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
800 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
801
802 // Tables: Sorting & Miscellaneous functions
803 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
804 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
805 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
806 // else you may wastefully sort your data every frame!
807 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
808 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().
809 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
810 IMGUI_API int TableGetColumnIndex(); // return current column index.
811 IMGUI_API int TableGetRowIndex(); // return current row index.
812 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.
813 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.
814 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)
815 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.
816 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.
817
818 // Legacy Columns API (prefer using Tables!)
819 // - You can also use SameLine(pos_x) to mimic simplified columns.
820 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
821 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
822 IMGUI_API int GetColumnIndex(); // get current column index
823 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
824 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
825 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
826 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
827 IMGUI_API int GetColumnsCount();
828
829 // Tab Bars, Tabs
830 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
831 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
832 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
833 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
834 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
835 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.
836 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.
837
838 // Logging/Capture
839 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
840 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
841 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
842 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
843 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
844 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
845 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
846 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
847
848 // Drag and Drop
849 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
850 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
851 // - 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)
852 // - An item can be both drag source and drop target.
853 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()
854 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.
855 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
856 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
857 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.
858 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
859 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.
860
861 // Disabling [BETA API]
862 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
863 // - 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)
864 // - Tooltips windows by exception are opted out of disabling.
865 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
866 IMGUI_API void BeginDisabled(bool disabled = true);
867 IMGUI_API void EndDisabled();
868
869 // Clipping
870 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
871 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
872 IMGUI_API void PopClipRect();
873
874 // Focus, Activation
875 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
876 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
877 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.
878
879 // Overlapping mode
880 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.
881
882 // Item/Widgets Utilities and Query Functions
883 // - Most of the functions are referring to the previous Item that has been submitted.
884 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
885 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.
886 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)
887 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
888 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.
889 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
890 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.
891 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
892 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.
893 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).
894 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
895 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
896 IMGUI_API bool IsAnyItemActive(); // is any item active?
897 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
898 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
899 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
900 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
901 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
902
903 // Viewports
904 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
905 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
906 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
907 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
908
909 // Background/Foreground Draw Lists
910 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
911 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
912
913 // Miscellaneous Utilities
914 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
915 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.
916 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
917 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
918 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
919 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
920 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)
921 IMGUI_API ImGuiStorage* GetStateStorage();
922
923 // Text Utilities
924 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
925
926 // Color Utilities
927 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
928 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
929 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
930 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
931
932 // Inputs Utilities: Keyboard/Mouse/Gamepad
933 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
934 // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
935 // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
936 // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
937 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
938 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
939 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
940 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.
941 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
942 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.
943 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.
944
945 // Inputs Utilities: Shortcut Testing & Routing [BETA]
946 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
947 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
948 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
949 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
950 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
951 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
952 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
953 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
954 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
955 // This is an important property as it facilitate working with foreign code or larger codebase.
956 // - To understand the difference:
957 // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
958 // - 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.
959 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
960 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
961 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
962
963 // Inputs Utilities: Mouse specific
964 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
965 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
966 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
967 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
968 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
969 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
970 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)
971 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
972 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.
973 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
974 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.
975 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
976 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)
977 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
978 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)
979 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
980 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
981 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
982 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.
983
984 // Clipboard Utilities
985 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
986 IMGUI_API const char* GetClipboardText();
987 IMGUI_API void SetClipboardText(const char* text);
988
989 // Settings/.Ini Utilities
990 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
991 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
992 // - 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).
993 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
994 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.
995 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).
996 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.
997
998 // Debug Utilities
999 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1000 IMGUI_API void DebugTextEncoding(const char* text);
1001 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1002 IMGUI_API void DebugStartItemPicker();
1003 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.
1004
1005 // Memory Allocators
1006 // - Those functions are not reliant on the current context.
1007 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1008 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1009 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1010 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1011 IMGUI_API void* MemAlloc(size_t size);
1012 IMGUI_API void MemFree(void* ptr);
1013
1014} // namespace ImGui
1015
1016//-----------------------------------------------------------------------------
1017// [SECTION] Flags & Enumerations
1018//-----------------------------------------------------------------------------
1019
1020// Flags for ImGui::Begin()
1021// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1022enum ImGuiWindowFlags_
1023{
1024 ImGuiWindowFlags_None = 0,
1025 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1026 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1027 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1028 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1029 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.
1030 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).
1031 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1032 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1033 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1034 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1035 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1036 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.
1037 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1038 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1039 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1040 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1041 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1042 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1043 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.
1044 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1045 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1046 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1047
1048 // [Internal]
1049 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1050 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1051 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1052 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1053 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1054
1055 // Obsolete names
1056#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1057 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1058 ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1059#endif
1060};
1061
1062// Flags for ImGui::BeginChild()
1063// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
1064// About using AutoResizeX/AutoResizeY flags:
1065// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1066// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1067// - 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.
1068// 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.
1069// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1070// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1071enum ImGuiChildFlags_
1072{
1073 ImGuiChildFlags_None = 0,
1074 ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1075 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)
1076 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1077 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1078 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1079 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1080 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.
1081 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1082 ImGuiChildFlags_NavFlattened = 1 << 8, // Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1083};
1084
1085// Flags for ImGui::InputText()
1086// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1087enum ImGuiInputTextFlags_
1088{
1089 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1090 ImGuiInputTextFlags_None = 0,
1091 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1092 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1093 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1094 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1095 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1096
1097 // Inputs
1098 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1099 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1100 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1101 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).
1102
1103 // Other options
1104 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1105 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1106 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1107 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1108 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1109 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1110 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1111 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().
1112
1113 // Callback features
1114 ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
1115 ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
1116 ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
1117 ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1118 ImGuiInputTextFlags_CallbackResize = 1 << 21, // 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)
1119 ImGuiInputTextFlags_CallbackEdit = 1 << 22, // 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)
1120
1121 // Obsolete names
1122 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1123};
1124
1125// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1126enum ImGuiTreeNodeFlags_
1127{
1128 ImGuiTreeNodeFlags_None = 0,
1129 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1130 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1131 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1132 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1133 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1134 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1135 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1136 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
1137 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1138 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!
1139 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.
1140 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.
1141 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1142 ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1143 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
1144 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1145 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1146 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1147
1148#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1149 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1150#endif
1151};
1152
1153// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1154// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1155// 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.
1156// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1157// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1158// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1159// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1160// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1161enum ImGuiPopupFlags_
1162{
1163 ImGuiPopupFlags_None = 0,
1164 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1165 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1166 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1167 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1168 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1169 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1170 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1171 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1172 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1173 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1174 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1175 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1176};
1177
1178// Flags for ImGui::Selectable()
1179enum ImGuiSelectableFlags_
1180{
1181 ImGuiSelectableFlags_None = 0,
1182 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1183 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1184 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1185 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1186 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1187
1188#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1189 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1190#endif
1191};
1192
1193// Flags for ImGui::BeginCombo()
1194enum ImGuiComboFlags_
1195{
1196 ImGuiComboFlags_None = 0,
1197 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1198 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()
1199 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1200 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1201 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1202 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1203 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1204 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1205 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1206};
1207
1208// Flags for ImGui::BeginTabBar()
1209enum ImGuiTabBarFlags_
1210{
1211 ImGuiTabBarFlags_None = 0,
1212 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1213 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1214 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1215 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.
1216 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1217 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1218 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1219 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1220 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1221 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1222 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1223};
1224
1225// Flags for ImGui::BeginTabItem()
1226enum ImGuiTabItemFlags_
1227{
1228 ImGuiTabItemFlags_None = 0,
1229 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1230 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1231 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.
1232 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1233 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1234 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1235 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1236 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1237 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.
1238};
1239
1240// Flags for ImGui::IsWindowFocused()
1241enum ImGuiFocusedFlags_
1242{
1243 ImGuiFocusedFlags_None = 0,
1244 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1245 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1246 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!
1247 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1248 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1249 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1250};
1251
1252// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1253// 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!
1254// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1255enum ImGuiHoveredFlags_
1256{
1257 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.
1258 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1259 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1260 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1261 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)
1262 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1263 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1264 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1265 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1266 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1267 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1268 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1269 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1270 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1271 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1272 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1273
1274 // Tooltips mode
1275 // - typically used in IsItemHovered() + SetTooltip() sequence.
1276 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1277 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1278 // - 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.
1279 // - 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.
1280 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1281
1282 // (Advanced) Mouse Hovering delays.
1283 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1284 // - use those if you need specific overrides.
1285 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.
1286 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1287 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).
1288 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).
1289 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)
1290};
1291
1292// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1293enum ImGuiDragDropFlags_
1294{
1295 ImGuiDragDropFlags_None = 0,
1296 // BeginDragDropSource() flags
1297 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.
1298 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.
1299 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.
1300 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.
1301 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.
1302 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1303 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1304 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1305 // AcceptDragDropPayload() flags
1306 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.
1307 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1308 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1309 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1310
1311#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1312 ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1313#endif
1314};
1315
1316// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1317#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1318#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1319
1320// A primary data type
1321enum ImGuiDataType_
1322{
1323 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1324 ImGuiDataType_U8, // unsigned char
1325 ImGuiDataType_S16, // short
1326 ImGuiDataType_U16, // unsigned short
1327 ImGuiDataType_S32, // int
1328 ImGuiDataType_U32, // unsigned int
1329 ImGuiDataType_S64, // long long / __int64
1330 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1331 ImGuiDataType_Float, // float
1332 ImGuiDataType_Double, // double
1333 ImGuiDataType_COUNT
1334};
1335
1336// A cardinal direction
1337enum ImGuiDir : int
1338{
1339 ImGuiDir_None = -1,
1340 ImGuiDir_Left = 0,
1341 ImGuiDir_Right = 1,
1342 ImGuiDir_Up = 2,
1343 ImGuiDir_Down = 3,
1344 ImGuiDir_COUNT
1345};
1346
1347// A sorting direction
1348enum ImGuiSortDirection : ImU8
1349{
1350 ImGuiSortDirection_None = 0,
1351 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1352 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1353};
1354
1355// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1356#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1357#define IMGUI_DISABLE_OBSOLETE_KEYIO
1358#endif
1359
1360// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1361// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1362// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1363// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1364// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1365// 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.
1366enum ImGuiKey : int
1367{
1368 // Keyboard
1369 ImGuiKey_None = 0,
1370 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1371 ImGuiKey_LeftArrow,
1372 ImGuiKey_RightArrow,
1373 ImGuiKey_UpArrow,
1374 ImGuiKey_DownArrow,
1375 ImGuiKey_PageUp,
1376 ImGuiKey_PageDown,
1377 ImGuiKey_Home,
1378 ImGuiKey_End,
1379 ImGuiKey_Insert,
1380 ImGuiKey_Delete,
1381 ImGuiKey_Backspace,
1382 ImGuiKey_Space,
1383 ImGuiKey_Enter,
1384 ImGuiKey_Escape,
1385 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1386 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1387 ImGuiKey_Menu,
1388 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1389 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1390 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1391 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1392 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1393 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1394 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1395 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1396 ImGuiKey_Apostrophe, // '
1397 ImGuiKey_Comma, // ,
1398 ImGuiKey_Minus, // -
1399 ImGuiKey_Period, // .
1400 ImGuiKey_Slash, // /
1401 ImGuiKey_Semicolon, // ;
1402 ImGuiKey_Equal, // =
1403 ImGuiKey_LeftBracket, // [
1404 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1405 ImGuiKey_RightBracket, // ]
1406 ImGuiKey_GraveAccent, // `
1407 ImGuiKey_CapsLock,
1408 ImGuiKey_ScrollLock,
1409 ImGuiKey_NumLock,
1410 ImGuiKey_PrintScreen,
1411 ImGuiKey_Pause,
1412 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1413 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1414 ImGuiKey_KeypadDecimal,
1415 ImGuiKey_KeypadDivide,
1416 ImGuiKey_KeypadMultiply,
1417 ImGuiKey_KeypadSubtract,
1418 ImGuiKey_KeypadAdd,
1419 ImGuiKey_KeypadEnter,
1420 ImGuiKey_KeypadEqual,
1421 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1422 ImGuiKey_AppForward,
1423
1424 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1425 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1426 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1427 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1428 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1429 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1430 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1431 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1432 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1433 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1434 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1435 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1436 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1437 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1438 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1439 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1440 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1441 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1442 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1443 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1444 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1445 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1446 ImGuiKey_GamepadRStickLeft, // [Analog]
1447 ImGuiKey_GamepadRStickRight, // [Analog]
1448 ImGuiKey_GamepadRStickUp, // [Analog]
1449 ImGuiKey_GamepadRStickDown, // [Analog]
1450
1451 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1452 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1453 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1454
1455 // [Internal] Reserved for mod storage
1456 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1457 ImGuiKey_COUNT,
1458
1459 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1460 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1461 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1462 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1463 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1464 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1465 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1466 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1467 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1468 ImGuiMod_None = 0,
1469 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1470 ImGuiMod_Shift = 1 << 13, // Shift
1471 ImGuiMod_Alt = 1 << 14, // Option/Menu
1472 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1473 ImGuiMod_Mask_ = 0xF000, // 4-bits
1474
1475 // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1476 // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1477 // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1478 ImGuiKey_NamedKey_BEGIN = 512,
1479 ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1480 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1481#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1482 ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1483 ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1484#else
1485 ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1486 ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1487#endif
1488
1489#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1490 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1491 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1492 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1493#endif
1494};
1495
1496// Flags for Shortcut(), SetNextItemShortcut(),
1497// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1498// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1499enum ImGuiInputFlags_
1500{
1501 ImGuiInputFlags_None = 0,
1502 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1503
1504 // Flags for Shortcut(), SetNextItemShortcut()
1505 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1506 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1507 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1508 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.
1509 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1510 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1511 // - Routing options
1512 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1513 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.
1514 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.
1515 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1516
1517 // Flags for SetNextItemShortcut()
1518 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1519};
1520
1521#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1522// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1523// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1524// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1525enum ImGuiNavInput
1526{
1527 ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1528 ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1529 ImGuiNavInput_COUNT,
1530};
1531#endif
1532
1533// Configuration flags stored in io.ConfigFlags. Set by user/application.
1534enum ImGuiConfigFlags_
1535{
1536 ImGuiConfigFlags_None = 0,
1537 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1538 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1539 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1540 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1541 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1542 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.
1543 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1544
1545 // 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)
1546 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1547 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1548};
1549
1550// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1551enum ImGuiBackendFlags_
1552{
1553 ImGuiBackendFlags_None = 0,
1554 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1555 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1556 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1557 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1558};
1559
1560// Enumeration for PushStyleColor() / PopStyleColor()
1561enum ImGuiCol_
1562{
1563 ImGuiCol_Text,
1564 ImGuiCol_TextDisabled,
1565 ImGuiCol_WindowBg, // Background of normal windows
1566 ImGuiCol_ChildBg, // Background of child windows
1567 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1568 ImGuiCol_Border,
1569 ImGuiCol_BorderShadow,
1570 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1571 ImGuiCol_FrameBgHovered,
1572 ImGuiCol_FrameBgActive,
1573 ImGuiCol_TitleBg, // Title bar
1574 ImGuiCol_TitleBgActive, // Title bar when focused
1575 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1576 ImGuiCol_MenuBarBg,
1577 ImGuiCol_ScrollbarBg,
1578 ImGuiCol_ScrollbarGrab,
1579 ImGuiCol_ScrollbarGrabHovered,
1580 ImGuiCol_ScrollbarGrabActive,
1581 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1582 ImGuiCol_SliderGrab,
1583 ImGuiCol_SliderGrabActive,
1584 ImGuiCol_Button,
1585 ImGuiCol_ButtonHovered,
1586 ImGuiCol_ButtonActive,
1587 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1588 ImGuiCol_HeaderHovered,
1589 ImGuiCol_HeaderActive,
1590 ImGuiCol_Separator,
1591 ImGuiCol_SeparatorHovered,
1592 ImGuiCol_SeparatorActive,
1593 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1594 ImGuiCol_ResizeGripHovered,
1595 ImGuiCol_ResizeGripActive,
1596 ImGuiCol_TabHovered, // Tab background, when hovered
1597 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1598 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1599 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1600 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1601 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1602 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1603 ImGuiCol_PlotLines,
1604 ImGuiCol_PlotLinesHovered,
1605 ImGuiCol_PlotHistogram,
1606 ImGuiCol_PlotHistogramHovered,
1607 ImGuiCol_TableHeaderBg, // Table header background
1608 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1609 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1610 ImGuiCol_TableRowBg, // Table row background (even rows)
1611 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1612 ImGuiCol_TextSelectedBg,
1613 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1614 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1615 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1616 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1617 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1618 ImGuiCol_COUNT,
1619
1620#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1621 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1622 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1623 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1624#endif
1625};
1626
1627// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1628// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1629// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1630// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1631// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1632// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1633// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1634// - 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.
1635enum ImGuiStyleVar_
1636{
1637 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1638 ImGuiStyleVar_Alpha, // float Alpha
1639 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1640 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1641 ImGuiStyleVar_WindowRounding, // float WindowRounding
1642 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1643 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1644 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1645 ImGuiStyleVar_ChildRounding, // float ChildRounding
1646 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1647 ImGuiStyleVar_PopupRounding, // float PopupRounding
1648 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1649 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1650 ImGuiStyleVar_FrameRounding, // float FrameRounding
1651 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1652 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1653 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1654 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1655 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1656 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1657 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1658 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1659 ImGuiStyleVar_GrabRounding, // float GrabRounding
1660 ImGuiStyleVar_TabRounding, // float TabRounding
1661 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1662 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1663 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1664 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1665 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1666 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1667 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1668 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1669 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1670 ImGuiStyleVar_COUNT
1671};
1672
1673// Flags for InvisibleButton() [extended in imgui_internal.h]
1674enum ImGuiButtonFlags_
1675{
1676 ImGuiButtonFlags_None = 0,
1677 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1678 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1679 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1680 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1681 //ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1682};
1683
1684// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1685enum ImGuiColorEditFlags_
1686{
1687 ImGuiColorEditFlags_None = 0,
1688 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1689 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1690 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1691 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1692 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1693 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1694 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1695 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1696 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1697 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1698
1699 // User Options (right-click on widget to change some of them).
1700 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1701 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1702 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1703 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).
1704 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.
1705 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1706 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1707 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1708 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.
1709 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1710 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1711 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1712 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1713
1714 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1715 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1716 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1717
1718 // [Internal] Masks
1719 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1720 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1721 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1722 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1723
1724 // Obsolete names
1725 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1726};
1727
1728// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1729// 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.
1730// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1731enum ImGuiSliderFlags_
1732{
1733 ImGuiSliderFlags_None = 0,
1734 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1735 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.
1736 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).
1737 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1738 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
1739 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.
1740
1741 // Obsolete names
1742 //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1743};
1744
1745// Identify a mouse button.
1746// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1747enum ImGuiMouseButton_
1748{
1749 ImGuiMouseButton_Left = 0,
1750 ImGuiMouseButton_Right = 1,
1751 ImGuiMouseButton_Middle = 2,
1752 ImGuiMouseButton_COUNT = 5
1753};
1754
1755// Enumeration for GetMouseCursor()
1756// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1757enum ImGuiMouseCursor_
1758{
1759 ImGuiMouseCursor_None = -1,
1760 ImGuiMouseCursor_Arrow = 0,
1761 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1762 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1763 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1764 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1765 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1766 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1767 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1768 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1769 ImGuiMouseCursor_COUNT
1770};
1771
1772// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1773// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1774// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1775// You can submit a change of pointer type using io.AddMouseSourceEvent().
1776enum ImGuiMouseSource : int
1777{
1778 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1779 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1780 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1781 ImGuiMouseSource_COUNT
1782};
1783
1784// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1785// Represent a condition.
1786// 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.
1787enum ImGuiCond_
1788{
1789 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1790 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1791 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1792 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1793 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1794};
1795
1796//-----------------------------------------------------------------------------
1797// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1798//-----------------------------------------------------------------------------
1799
1800// Flags for ImGui::BeginTable()
1801// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1802// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1803// - The DEFAULT sizing policies are:
1804// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1805// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1806// - When ScrollX is off:
1807// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1808// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1809// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1810// - Stretch Columns will share the remaining width according to their respective weight.
1811// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1812// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1813// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1814// - When ScrollX is on:
1815// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1816// - Columns sizing policy allowed: Fixed/Auto mostly.
1817// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1818// - 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.
1819// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1820// 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.
1821// - Read on documentation at the top of imgui_tables.cpp for details.
1822enum ImGuiTableFlags_
1823{
1824 // Features
1825 ImGuiTableFlags_None = 0,
1826 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1827 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1828 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1829 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1830 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1831 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1832 // Decorations
1833 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)
1834 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1835 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1836 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1837 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1838 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1839 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1840 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1841 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1842 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1843 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1844 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
1845 // Sizing Policy (read above for defaults)
1846 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1847 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.
1848 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1849 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1850 // Sizing Extra Options
1851 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.
1852 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.
1853 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.
1854 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.
1855 // Clipping
1856 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().
1857 // Padding
1858 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1859 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1860 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1861 // Scrolling
1862 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.
1863 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1864 // Sorting
1865 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1866 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1867 // Miscellaneous
1868 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1869
1870 // [Internal] Combinations and masks
1871 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1872};
1873
1874// Flags for ImGui::TableSetupColumn()
1875enum ImGuiTableColumnFlags_
1876{
1877 // Input configuration flags
1878 ImGuiTableColumnFlags_None = 0,
1879 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)
1880 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1881 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1882 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1883 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1884 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1885 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1886 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1887 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1888 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1889 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1890 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1891 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
1892 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1893 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1894 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1895 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1896 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1897 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1898
1899 // Output status flags, read-only via TableGetColumnFlags()
1900 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1901 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1902 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1903 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1904
1905 // [Internal] Combinations and masks
1906 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1907 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1908 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1909 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1910};
1911
1912// Flags for ImGui::TableNextRow()
1913enum ImGuiTableRowFlags_
1914{
1915 ImGuiTableRowFlags_None = 0,
1916 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1917};
1918
1919// Enum for ImGui::TableSetBgColor()
1920// Background colors are rendering in 3 layers:
1921// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1922// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1923// - Layer 2: draw with CellBg color if set.
1924// 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.
1925// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1926// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1927// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1928enum ImGuiTableBgTarget_
1929{
1930 ImGuiTableBgTarget_None = 0,
1931 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1932 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1933 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1934};
1935
1936// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1937// Obtained by calling TableGetSortSpecs().
1938// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1939// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1940 struct ImGuiTableSortSpecs
1941{
1942 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1943 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1944 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
1945
1946 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
1947};
1948
1949// Sorting specification for one column of a table (sizeof == 12 bytes)
1950 struct ImGuiTableColumnSortSpecs
1951{
1952 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
1953 ImS16 ColumnIndex; // Index of the column
1954 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)
1955 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
1956
1957 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
1958};
1959
1960//-----------------------------------------------------------------------------
1961// [SECTION] Helpers: Memory allocations macros, ImVector<>
1962//-----------------------------------------------------------------------------
1963
1964//-----------------------------------------------------------------------------
1965// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1966// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1967// 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.
1968//-----------------------------------------------------------------------------
1969
1970 struct ImNewWrapper {};
1971inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1972inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1973#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1974#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1975#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1976#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1977template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1978
1979//-----------------------------------------------------------------------------
1980// ImVector<>
1981// 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).
1982//-----------------------------------------------------------------------------
1983// - 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.
1984// - We use std-like naming convention here, which is a little unusual for this codebase.
1985// - 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.
1986// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1987// 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.
1988//-----------------------------------------------------------------------------
1989
1990IM_MSVC_RUNTIME_CHECKS_OFF
1991template<typename T>
1992 struct ImVector
1993{
1994 int Size;
1995 int Capacity;
1996 T* Data;
1997
1998 // Provide standard typedefs but we don't use them ourselves.
1999 typedef T value_type;
2000 typedef value_type* iterator;
2001 typedef const value_type* const_iterator;
2002
2003 // Constructors, destructor
2004 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2005 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2006 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; }
2007 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2008
2009 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2010 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2011 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2012
2013 inline bool empty() const { return Size == 0; }
2014 inline int size() const { return Size; }
2015 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2016 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2017 inline int capacity() const { return Capacity; }
2018 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2019 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2020
2021 inline T* begin() { return Data; }
2022 inline const T* begin() const { return Data; }
2023 inline T* end() { return Data + Size; }
2024 inline const T* end() const { return Data + Size; }
2025 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2026 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2027 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2028 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2029 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; }
2030
2031 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2032 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2033 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; }
2034 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
2035 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; }
2036 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; }
2037
2038 // 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.
2039 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2040 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2041 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2042 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; }
2043 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; }
2044 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; }
2045 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; }
2046 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; }
2047 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; }
2048 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; }
2049 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; }
2050 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2051 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2052 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; }
2053};
2054IM_MSVC_RUNTIME_CHECKS_RESTORE
2055
2056//-----------------------------------------------------------------------------
2057// [SECTION] ImGuiStyle
2058//-----------------------------------------------------------------------------
2059// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2060// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2061// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2062//-----------------------------------------------------------------------------
2063
2064 struct ImGuiStyle
2065{
2066 float Alpha; // Global alpha applies to everything in Dear ImGui.
2067 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2068 ImVec2 WindowPadding; // Padding within a window.
2069 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.
2070 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).
2071 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2072 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2073 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2074 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2075 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).
2076 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2077 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).
2078 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2079 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2080 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).
2081 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2082 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2083 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2084 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!
2085 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2086 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2087 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2088 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2089 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2090 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2091 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2092 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2093 float TabBorderSize; // Thickness of border around tabs.
2094 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.
2095 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2096 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2097 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2098 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2099 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2100 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.
2101 float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
2102 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2103 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.
2104 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2105 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).
2106 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.
2107 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).
2108 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).
2109 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).
2110 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.
2111 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.
2112 ImVec4 Colors[ImGuiCol_COUNT];
2113
2114 // Behaviors
2115 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2116 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2117 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2118 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2119 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2120 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2121
2122 IMGUI_API ImGuiStyle();
2123 IMGUI_API void ScaleAllSizes(float scale_factor);
2124};
2125
2126//-----------------------------------------------------------------------------
2127// [SECTION] ImGuiIO
2128//-----------------------------------------------------------------------------
2129// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2130// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2131// It is generally expected that:
2132// - initialization: backends and user code writes to ImGuiIO.
2133// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2134//-----------------------------------------------------------------------------
2135
2136// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2137// 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.
2138 struct ImGuiKeyData
2139{
2140 bool Down; // True for if key is down
2141 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2142 float DownDurationPrev; // Last frame duration the key has been down
2143 float AnalogValue; // 0.0f..1.0f for gamepad values
2144};
2145
2146 struct ImGuiIO
2147{
2148 //------------------------------------------------------------------
2149 // Configuration // Default value
2150 //------------------------------------------------------------------
2151
2152 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2153 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2154 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2155 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2156 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2157 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.
2158 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2159 void* UserData; // = NULL // Store your own data.
2160
2161 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2162 float FontGlobalScale; // = 1.0f // Global scale all fonts
2163 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2164 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2165 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.
2166
2167 // Miscellaneous options
2168 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.
2169 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.
2170 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.
2171 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2172 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2173 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.
2174 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2175 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2176 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2177
2178 // Inputs Behaviors
2179 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2180 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2181 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2182 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2183 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2184 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2185
2186 //------------------------------------------------------------------
2187 // Debug options
2188 //------------------------------------------------------------------
2189
2190 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2191 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2192 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2193 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2194 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2195
2196 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2197 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2198 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2199 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2200 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.
2201 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.
2202
2203 // Option to deactivate io.AddFocusEvent(false) handling.
2204 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2205 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2206 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2207
2208 // Option to audit .ini data
2209 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2210
2211 //------------------------------------------------------------------
2212 // Platform Functions
2213 // (the imgui_impl_xxxx backend files are setting those up for you)
2214 //------------------------------------------------------------------
2215
2216 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2217 const char* BackendPlatformName; // = NULL
2218 const char* BackendRendererName; // = NULL
2219 void* BackendPlatformUserData; // = NULL // User data for platform backend
2220 void* BackendRendererUserData; // = NULL // User data for renderer backend
2221 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2222
2223 // Optional: Access OS clipboard
2224 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
2225 const char* (*GetClipboardTextFn)(void* user_data);
2226 void (*SetClipboardTextFn)(void* user_data, const char* text);
2227 void* ClipboardUserData;
2228
2229 // 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)
2230 // (default to use native imm32 api on Windows)
2231 void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
2232
2233 // Optional: Platform locale
2234 ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
2235
2236 //------------------------------------------------------------------
2237 // Input - Call before calling NewFrame()
2238 //------------------------------------------------------------------
2239
2240 // Input Functions
2241 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)
2242 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.
2243 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)
2244 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2245 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.
2246 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2247 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2248 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2249 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2250 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2251
2252 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.
2253 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.
2254 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2255 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2256 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2257#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2258 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2259#endif
2260
2261 //------------------------------------------------------------------
2262 // Output - Updated by NewFrame() or EndFrame()/Render()
2263 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2264 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2265 //------------------------------------------------------------------
2266
2267 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.).
2268 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.).
2269 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).
2270 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2271 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!
2272 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.
2273 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2274 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.
2275 int MetricsRenderVertices; // Vertices output during last call to Render()
2276 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2277 int MetricsRenderWindows; // Number of visible windows
2278 int MetricsActiveWindows; // Number of active windows
2279 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.
2280
2281 //------------------------------------------------------------------
2282 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2283 //------------------------------------------------------------------
2284
2285 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2286
2287 // Main Input State
2288 // (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)
2289 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2290 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2291 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.
2292 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.
2293 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.
2294 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2295 bool KeyCtrl; // Keyboard modifier down: Control
2296 bool KeyShift; // Keyboard modifier down: Shift
2297 bool KeyAlt; // Keyboard modifier down: Alt
2298 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2299
2300 // Other state maintained from data above + IO function calls
2301 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()
2302 ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2303 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2304 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2305 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2306 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2307 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2308 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2309 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2310 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2311 bool MouseReleased[5]; // Mouse button went from Down to !Down
2312 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.
2313 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2314 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.
2315 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2316 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2317 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2318 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2319 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.
2320 bool AppFocusLost; // Only modify via AddFocusEvent()
2321 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2322 ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2323 bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2324 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2325 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2326
2327 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2328 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2329 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2330#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2331 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.
2332 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.
2333 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.
2334 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2335#endif
2336
2337 IMGUI_API ImGuiIO();
2338};
2339
2340//-----------------------------------------------------------------------------
2341// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2342//-----------------------------------------------------------------------------
2343
2344// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2345// The callback function should return 0 by default.
2346// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2347// - 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)
2348// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2349// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2350// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2351// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2352// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2353 struct ImGuiInputTextCallbackData
2354{
2355 ImGuiContext* Ctx; // Parent UI context
2356 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2357 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2358 void* UserData; // What user passed to InputText() // Read-only
2359
2360 // Arguments for the different callback events
2361 // - During Resize callback, Buf will be same as your input buffer.
2362 // - 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.
2363 // - 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.
2364 // - 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.
2365 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;
2366 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2367 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2368 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()
2369 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
2370 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2371 int CursorPos; // // Read-write // [Completion,History,Always]
2372 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2373 int SelectionEnd; // // Read-write // [Completion,History,Always]
2374
2375 // Helper functions for text manipulation.
2376 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2377 IMGUI_API ImGuiInputTextCallbackData();
2378 IMGUI_API void DeleteChars(int pos, int bytes_count);
2379 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2380 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2381 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2382 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2383};
2384
2385// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2386// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2387 struct ImGuiSizeCallbackData
2388{
2389 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2390 ImVec2 Pos; // Read-only. Window position, for reference.
2391 ImVec2 CurrentSize; // Read-only. Current window size.
2392 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2393};
2394
2395// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2396 struct ImGuiPayload
2397{
2398 // Members
2399 void* Data; // Data (copied and owned by dear imgui)
2400 int DataSize; // Data size
2401
2402 // [Internal]
2403 ImGuiID SourceId; // Source item id
2404 ImGuiID SourceParentId; // Source parent id (if available)
2405 int DataFrameCount; // Data timestamp
2406 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2407 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2408 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2409
2410 ImGuiPayload() { Clear(); }
2411 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2412 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2413 bool IsPreview() const { return Preview; }
2414 bool IsDelivery() const { return Delivery; }
2415};
2416
2417//-----------------------------------------------------------------------------
2418// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2419//-----------------------------------------------------------------------------
2420
2421// Helper: Unicode defines
2422#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2423#ifdef IMGUI_USE_WCHAR32
2424#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2425#else
2426#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2427#endif
2428
2429// 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.
2430// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2431 struct ImGuiOnceUponAFrame
2432{
2433 ImGuiOnceUponAFrame() { RefFrame = -1; }
2434 mutable int RefFrame;
2435 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2436};
2437
2438// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2439 struct ImGuiTextFilter
2440{
2441 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2442 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2443 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2444 IMGUI_API void Build();
2445 void Clear() { InputBuf[0] = 0; Build(); }
2446 bool IsActive() const { return !Filters.empty(); }
2447
2448 // [Internal]
2449 struct ImGuiTextRange
2450 {
2451 const char* b;
2452 const char* e;
2453
2454 ImGuiTextRange() { b = e = NULL; }
2455 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2456 bool empty() const { return b == e; }
2457 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2458 };
2459 char InputBuf[256];
2460 ImVector<ImGuiTextRange>Filters;
2461 int CountGrep;
2462};
2463
2464// Helper: Growable text buffer for logging/accumulating text
2465// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2466 struct ImGuiTextBuffer
2467{
2468 ImVector<char> Buf;
2469 IMGUI_API static char EmptyString[1];
2470
2471 ImGuiTextBuffer() { }
2472 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2473 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2474 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2475 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2476 bool empty() const { return Buf.Size <= 1; }
2477 void clear() { Buf.clear(); }
2478 void reserve(int capacity) { Buf.reserve(capacity); }
2479 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2480 IMGUI_API void append(const char* str, const char* str_end = NULL);
2481 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2482 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2483};
2484
2485// [Internal] Key+Value for ImGuiStorage
2486 struct ImGuiStoragePair
2487{
2488 ImGuiID key;
2489 union { int val_i; float val_f; void* val_p; };
2490 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2491 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2492 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2493};
2494
2495// Helper: Key->Value storage
2496// Typically you don't have to worry about this since a storage is held within each Window.
2497// We use it to e.g. store collapse state for a tree (Int 0/1)
2498// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2499// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2500// - 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).
2501// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2502// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2503 struct ImGuiStorage
2504{
2505 // [Internal]
2506 ImVector<ImGuiStoragePair> Data;
2507
2508 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2509 // - Set***() functions find pair, insertion on demand if missing.
2510 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2511 void Clear() { Data.clear(); }
2512 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2513 IMGUI_API void SetInt(ImGuiID key, int val);
2514 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2515 IMGUI_API void SetBool(ImGuiID key, bool val);
2516 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2517 IMGUI_API void SetFloat(ImGuiID key, float val);
2518 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2519 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2520
2521 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2522 // - 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.
2523 // - 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)
2524 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2525 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2526 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2527 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2528 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2529
2530 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2531 IMGUI_API void BuildSortByKey();
2532 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2533 IMGUI_API void SetAllInt(int val);
2534
2535#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2536 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2537#endif
2538};
2539
2540// Helper: Manually clip large list of items.
2541// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2542// clipping based on visibility to only submit items that are in view.
2543// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2544// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2545// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2546// scale using lists with tens of thousands of items without a problem)
2547// Usage:
2548// ImGuiListClipper clipper;
2549// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2550// while (clipper.Step())
2551// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2552// ImGui::Text("line number %d", i);
2553// Generally what happens is:
2554// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2555// - User code submit that one element.
2556// - Clipper can measure the height of the first element
2557// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2558// - User code submit visible elements.
2559// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2560 struct ImGuiListClipper
2561{
2562 ImGuiContext* Ctx; // Parent UI context
2563 int DisplayStart; // First item to display, updated by each call to Step()
2564 int DisplayEnd; // End of items to display (exclusive)
2565 int ItemsCount; // [Internal] Number of items
2566 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2567 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2568 void* TempData; // [Internal] Internal data
2569
2570 // 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)
2571 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2572 IMGUI_API ImGuiListClipper();
2573 IMGUI_API ~ImGuiListClipper();
2574 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2575 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2576 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2577
2578 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2579 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2580 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2581 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.
2582
2583#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2584 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2585 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2586 //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]
2587#endif
2588};
2589
2590// Helpers: ImVec2/ImVec4 operators
2591// - It is important that we are keeping those disabled by default so they don't leak in user space.
2592// - 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)
2593// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
2594#ifdef IMGUI_DEFINE_MATH_OPERATORS
2595#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2596IM_MSVC_RUNTIME_CHECKS_OFF
2597static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2598static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2599static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2600static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2601static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2602static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2603static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2604static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2605static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2606static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2607static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2608static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2609static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2610static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2611static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2612static 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); }
2613static 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); }
2614static 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); }
2615static 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; }
2616static 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; }
2617IM_MSVC_RUNTIME_CHECKS_RESTORE
2618#endif
2619
2620// Helpers macros to generate 32-bit encoded colors
2621// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2622#ifndef IM_COL32_R_SHIFT
2623#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2624#define IM_COL32_R_SHIFT 16
2625#define IM_COL32_G_SHIFT 8
2626#define IM_COL32_B_SHIFT 0
2627#define IM_COL32_A_SHIFT 24
2628#define IM_COL32_A_MASK 0xFF000000
2629#else
2630#define IM_COL32_R_SHIFT 0
2631#define IM_COL32_G_SHIFT 8
2632#define IM_COL32_B_SHIFT 16
2633#define IM_COL32_A_SHIFT 24
2634#define IM_COL32_A_MASK 0xFF000000
2635#endif
2636#endif
2637#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))
2638#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2639#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2640#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2641
2642// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2643// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2644// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2645// **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.
2646 struct ImColor
2647{
2648 ImVec4 Value;
2649
2650 constexpr ImColor() { }
2651 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2652 constexpr ImColor(const ImVec4& col) : Value(col) {}
2653 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)) {}
2654 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)) {}
2655 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2656 inline operator ImVec4() const { return Value; }
2657
2658 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2659 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; }
2660 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); }
2661};
2662
2663//-----------------------------------------------------------------------------
2664// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2665// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2666//-----------------------------------------------------------------------------
2667
2668// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2669#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2670#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2671#endif
2672
2673// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2674// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2675// you can poke into the draw list for that! Draw callback may be useful for example to:
2676// A) Change your GPU render state,
2677// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2678// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2679// 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.
2680#ifndef ImDrawCallback
2681typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2682#endif
2683
2684// Special Draw callback value to request renderer backend to reset the graphics/render state.
2685// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2686// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2687// 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).
2688#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2689
2690// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2691// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2692// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2693// Backends made for <1.71. will typically ignore the VtxOffset fields.
2694// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2695 struct ImDrawCmd
2696{
2697 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2698 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.
2699 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.
2700 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2701 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[].
2702 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2703 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2704
2705 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2706
2707 // 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)
2708 inline ImTextureID GetTexID() const { return TextureId; }
2709};
2710
2711// Vertex layout
2712#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2713 struct ImDrawVert
2714{
2715 ImVec2 pos;
2716 ImVec2 uv;
2717 ImU32 col;
2718};
2719#else
2720// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2721// 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.
2722// 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.
2723// 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.
2724IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2725#endif
2726
2727// [Internal] For use by ImDrawList
2728 struct ImDrawCmdHeader
2729{
2730 ImVec4 ClipRect;
2731 ImTextureID TextureId;
2732 unsigned int VtxOffset;
2733};
2734
2735// [Internal] For use by ImDrawListSplitter
2736 struct ImDrawChannel
2737{
2738 ImVector<ImDrawCmd> _CmdBuffer;
2739 ImVector<ImDrawIdx> _IdxBuffer;
2740};
2741
2742
2743// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2744// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2745 struct ImDrawListSplitter
2746{
2747 int _Current; // Current channel number (0)
2748 int _Count; // Number of active channels (1+)
2749 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2750
2751 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2752 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2753 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2754 IMGUI_API void ClearFreeMemory();
2755 IMGUI_API void Split(ImDrawList* draw_list, int count);
2756 IMGUI_API void Merge(ImDrawList* draw_list);
2757 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2758};
2759
2760// Flags for ImDrawList functions
2761// (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)
2762enum ImDrawFlags_
2763{
2764 ImDrawFlags_None = 0,
2765 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2766 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2767 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2768 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2769 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2770 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2771 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2772 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2773 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2774 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2775 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2776 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2777 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2778};
2779
2780// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2781// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2782enum ImDrawListFlags_
2783{
2784 ImDrawListFlags_None = 0,
2785 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)
2786 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2787 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2788 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2789};
2790
2791// Draw command list
2792// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2793// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2794// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2795// access the current window draw list and draw custom primitives.
2796// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2797// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2798// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2799// 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.
2800 struct ImDrawList
2801{
2802 // This is what you have to render
2803 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2804 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2805 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2806 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2807
2808 // [Internal, used while building lists]
2809 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2810 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2811 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2812 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2813 ImVector<ImVec2> _Path; // [Internal] current path building
2814 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2815 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2816 ImVector<ImVec4> _ClipRectStack; // [Internal]
2817 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2818 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2819 const char* _OwnerName; // Pointer to owner window's name for debugging
2820
2821 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
2822 ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2823
2824 ~ImDrawList() { _ClearFreeMemory(); }
2825 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)
2826 IMGUI_API void PushClipRectFullScreen();
2827 IMGUI_API void PopClipRect();
2828 IMGUI_API void PushTextureID(ImTextureID texture_id);
2829 IMGUI_API void PopTextureID();
2830 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2831 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2832
2833 // Primitives
2834 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2835 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2836 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2837 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2838 // In future versions we will use textures to provide cheaper and higher-quality circles.
2839 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2840 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2841 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)
2842 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)
2843 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);
2844 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2845 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2846 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2847 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2848 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2849 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2850 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2851 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2852 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
2853 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
2854 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2855 IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
2856 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)
2857 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)
2858
2859 // General polygon
2860 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
2861 // - 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.
2862 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2863 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2864 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
2865
2866 // Image primitives
2867 // - Read FAQ to understand what ImTextureID is.
2868 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2869 // - "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.
2870 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);
2871 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);
2872 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);
2873
2874 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2875 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2876 // 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().
2877 inline void PathClear() { _Path.Size = 0; }
2878 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2879 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2880 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2881 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2882 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2883 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2884 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
2885 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
2886 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2887 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2888 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2889
2890 // Advanced
2891 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
2892 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
2893 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2894
2895 // Advanced: Channels
2896 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2897 // - 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)
2898 // - This API shouldn't have been in ImDrawList in the first place!
2899 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2900 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2901 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2902 inline void ChannelsMerge() { _Splitter.Merge(this); }
2903 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2904
2905 // Advanced: Primitives allocations
2906 // - We render triangles (three vertices)
2907 // - All primitives needs to be reserved via PrimReserve() beforehand.
2908 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2909 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2910 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2911 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2912 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);
2913 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2914 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2915 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2916
2917 // Obsolete names
2918 //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)
2919 //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)
2920 //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)
2921 //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)
2922 //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)
2923
2924 // [Internal helpers]
2925 IMGUI_API void _ResetForNewFrame();
2926 IMGUI_API void _ClearFreeMemory();
2927 IMGUI_API void _PopUnusedDrawCmd();
2928 IMGUI_API void _TryMergeDrawCmds();
2929 IMGUI_API void _OnChangedClipRect();
2930 IMGUI_API void _OnChangedTextureID();
2931 IMGUI_API void _OnChangedVtxOffset();
2932 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2933 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2934 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2935};
2936
2937// All draw data to render a Dear ImGui frame
2938// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2939// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2940 struct ImDrawData
2941{
2942 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2943 int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
2944 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2945 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2946 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
2947 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)
2948 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2949 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.
2950 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
2951
2952 // Functions
2953 ImDrawData() { Clear(); }
2954 IMGUI_API void Clear();
2955 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
2956 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!
2957 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.
2958};
2959
2960//-----------------------------------------------------------------------------
2961// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2962//-----------------------------------------------------------------------------
2963
2964 struct ImFontConfig
2965{
2966 void* FontData; // // TTF/OTF data
2967 int FontDataSize; // // TTF/OTF data size
2968 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2969 int FontNo; // 0 // Index of font within TTF/OTF file
2970 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2971 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.
2972 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.
2973 bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
2974 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2975 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2976 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).
2977 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2978 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2979 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.
2980 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2981 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.
2982 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.
2983 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2984
2985 // [Internal]
2986 char Name[40]; // Name (strictly to ease debugging)
2987 ImFont* DstFont;
2988
2989 IMGUI_API ImFontConfig();
2990};
2991
2992// Hold rendering data for one glyph.
2993// (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)
2994 struct ImFontGlyph
2995{
2996 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)
2997 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2998 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2999 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3000 float X0, Y0, X1, Y1; // Glyph corners
3001 float U0, V0, U1, V1; // Texture coordinates
3002};
3003
3004// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3005// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3006 struct ImFontGlyphRangesBuilder
3007{
3008 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3009
3010 ImFontGlyphRangesBuilder() { Clear(); }
3011 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); }
3012 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
3013 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
3014 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3015 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3016 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3017 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3018};
3019
3020// See ImFontAtlas::AddCustomRectXXX functions.
3021 struct ImFontAtlasCustomRect
3022{
3023 unsigned short Width, Height; // Input // Desired rectangle dimension
3024 unsigned short X, Y; // Output // Packed position in Atlas
3025 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
3026 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3027 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3028 ImFont* Font; // Input // For custom font glyphs only: target font
3029 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3030 bool IsPacked() const { return X != 0xFFFF; }
3031};
3032
3033// Flags for ImFontAtlas build
3034enum ImFontAtlasFlags_
3035{
3036 ImFontAtlasFlags_None = 0,
3037 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3038 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3039 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).
3040};
3041
3042// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3043// - One or more fonts.
3044// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3045// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3046// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3047// - 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.
3048// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3049// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3050// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3051// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3052// Common pitfalls:
3053// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3054// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3055// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3056// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3057// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3058// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3059 struct ImFontAtlas
3060{
3061 IMGUI_API ImFontAtlas();
3062 IMGUI_API ~ImFontAtlas();
3063 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3064 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3065 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3066 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.
3067 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.
3068 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.
3069 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.
3070 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3071 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
3072 IMGUI_API void Clear(); // Clear all input and output.
3073
3074 // Build atlas, retrieve pixel data.
3075 // 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().
3076 // The pitch is always = Width * BytesPerPixels (1 or 4)
3077 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3078 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3079 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3080 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3081 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3082 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...
3083 void SetTexID(ImTextureID id) { TexID = id; }
3084
3085 //-------------------------------------------
3086 // Glyph Ranges
3087 //-------------------------------------------
3088
3089 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3090 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3091 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3092 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3093 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3094 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3095 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3096 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3097 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3098 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3099 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3100 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3101 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3102
3103 //-------------------------------------------
3104 // [BETA] Custom Rectangles/Glyphs API
3105 //-------------------------------------------
3106
3107 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3108 // - After calling Build(), you can query the rectangle position and render your pixels.
3109 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3110 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3111 // so you can render e.g. custom colorful icons and use them as regular glyphs.
3112 // - Read docs/FONTS.md for more details about using colorful icons.
3113 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3114 IMGUI_API int AddCustomRectRegular(int width, int height);
3115 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3116 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3117
3118 // [Internal]
3119 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3120 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3121
3122 //-------------------------------------------
3123 // Members
3124 //-------------------------------------------
3125
3126 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3127 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.
3128 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.
3129 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3130 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3131 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3132
3133 // [Internal]
3134 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3135 bool TexReady; // Set when texture was built matching current font input
3136 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.
3137 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3138 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3139 int TexWidth; // Texture width calculated during Build().
3140 int TexHeight; // Texture height calculated during Build().
3141 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3142 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3143 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.
3144 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3145 ImVector<ImFontConfig> ConfigData; // Configuration data
3146 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3147
3148 // [Internal] Font builder
3149 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3150 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.
3151
3152 // [Internal] Packing data
3153 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3154 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3155
3156 // [Obsolete]
3157 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3158 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3159};
3160
3161// Font runtime data and rendering
3162// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3163 struct ImFont
3164{
3165 // Members: Hot ~20/24 bytes (for CalcTextSize)
3166 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
3167 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3168 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3169
3170 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3171 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3172 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3173 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3174
3175 // Members: Cold ~32/40 bytes
3176 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3177 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3178 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3179 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3180 ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3181 short EllipsisCharCount; // 1 // out // 1 or 3
3182 float EllipsisWidth; // 4 // out // Width
3183 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3184 bool DirtyLookupTables; // 1 // out //
3185 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3186 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
3187 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)
3188 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.
3189
3190 // Methods
3191 IMGUI_API ImFont();
3192 IMGUI_API ~ImFont();
3193 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
3194 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
3195 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3196 bool IsLoaded() const { return ContainerAtlas != NULL; }
3197 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
3198
3199 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3200 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3201 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
3202 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
3203 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
3204 IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
3205
3206 // [Internal] Don't use!
3207 IMGUI_API void BuildLookupTable();
3208 IMGUI_API void ClearOutputData();
3209 IMGUI_API void GrowIndex(int new_size);
3210 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);
3211 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.
3212 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
3213 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3214};
3215
3216//-----------------------------------------------------------------------------
3217// [SECTION] Viewports
3218//-----------------------------------------------------------------------------
3219
3220// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3221enum ImGuiViewportFlags_
3222{
3223 ImGuiViewportFlags_None = 0,
3224 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3225 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3226 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend)
3227};
3228
3229// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3230// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
3231// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3232// - About Main Area vs Work Area:
3233// - Main Area = entire viewport.
3234// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3235// - Windows are generally trying to stay within the Work Area of their host viewport.
3236 struct ImGuiViewport
3237{
3238 ImGuiID ID; // Unique identifier for the viewport
3239 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3240 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3241 ImVec2 Size; // Main Area: Size of the viewport.
3242 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3243 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3244
3245 // Platform/Backend Dependent Data
3246 void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
3247 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
3248
3249 ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3250
3251 // Helpers
3252 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3253 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3254};
3255
3256//-----------------------------------------------------------------------------
3257// [SECTION] Platform Dependent Interfaces
3258//-----------------------------------------------------------------------------
3259
3260// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
3261 struct ImGuiPlatformImeData
3262{
3263 bool WantVisible; // A widget wants the IME to be visible
3264 ImVec2 InputPos; // Position of the input cursor
3265 float InputLineHeight; // Line height
3266
3267 ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3268};
3269
3270//-----------------------------------------------------------------------------
3271// [SECTION] Obsolete functions and types
3272// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3273// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3274//-----------------------------------------------------------------------------
3275
3276#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3277namespace ImGui
3278{
3279 // OBSOLETED in 1.90.0 (from September 2023)
3280 static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3281 static inline void EndChildFrame() { EndChild(); }
3282 //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3283 //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3284 static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3285 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);
3286 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);
3287 // OBSOLETED in 1.89.7 (from June 2023)
3288 IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3289 // OBSOLETED in 1.89.4 (from March 2023)
3290 static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); }
3291 static inline void PopAllowKeyboardFocus() { PopTabStop(); }
3292 // OBSOLETED in 1.89 (from August 2022)
3293 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)
3294 // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
3295 IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // 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!
3296 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3297
3298 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3299 //-- OBSOLETED in 1.88 (from May 2022)
3300 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3301 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3302 //-- OBSOLETED in 1.86 (from November 2021)
3303 //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.
3304 //-- OBSOLETED in 1.85 (from August 2021)
3305 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3306 //-- OBSOLETED in 1.81 (from February 2021)
3307 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3308 //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
3309 //static inline void ListBoxFooter() { EndListBox(); }
3310 //-- OBSOLETED in 1.79 (from August 2020)
3311 //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!
3312 //-- 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.
3313 //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)
3314 //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)
3315 //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)
3316 //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)
3317 //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)
3318 //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)
3319 //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)
3320 //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)
3321 //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)
3322 //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)
3323 //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)
3324 //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)
3325 //-- OBSOLETED in 1.77 and before
3326 //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)
3327 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3328 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3329 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3330 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3331 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3332 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3333 //-- OBSOLETED in 1.60 and before
3334 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3335 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3336 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3337 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3338 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3339 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3340 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3341 //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().
3342 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3343 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3344 //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)
3345 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3346 //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.
3347 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3348 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3349 //-- OBSOLETED in 1.50 and before
3350 //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
3351 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3352 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3353 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3354}
3355
3356//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3357//typedef ImDrawFlags ImDrawCornerFlags;
3358//enum ImDrawCornerFlags_
3359//{
3360// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3361// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3362// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3363// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3364// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3365// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3366// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3367// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3368// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3369// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3370//};
3371
3372// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3373// 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.
3374typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
3375enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3376//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3377//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3378
3379#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3380
3381#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3382
3383// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3384#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3385#define IMGUI_DISABLE_DEBUG_TOOLS
3386#endif
3387#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3388#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3389#endif
3390
3391//-----------------------------------------------------------------------------
3392
3393#if defined(__clang__)
3394#pragma clang diagnostic pop
3395#elif defined(__GNUC__)
3396#pragma GCC diagnostic pop
3397#endif
3398
3399#ifdef _MSC_VER
3400#pragma warning (pop)
3401#endif
3402
3403// Include imgui_user.h at the end of imgui.h
3404// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3405#ifdef IMGUI_INCLUDE_IMGUI_USER_H
3406#ifdef IMGUI_USER_H_FILENAME
3407#include IMGUI_USER_H_FILENAME
3408#else
3409#include "imgui_user.h"
3410#endif
3411#endif
3412
3413#endif // #ifndef IMGUI_DISABLE
ImColor
Definition imgui.h:2647
ImDrawChannel
Definition imgui.h:2737
ImDrawCmdHeader
Definition imgui.h:2729
ImDrawCmd
Definition imgui.h:2696
ImDrawData
Definition imgui.h:2941
ImDrawList
Definition imgui.h:2801
ImDrawListSharedData
Definition imgui_internal.h:774
ImDrawListSplitter
Definition imgui.h:2746
ImDrawVert
Definition imgui.h:2714
ImFontAtlasCustomRect
Definition imgui.h:3022
ImFontAtlas
Definition imgui.h:3060
ImFontBuilderIO
Definition imgui_internal.h:3580
ImFontConfig
Definition imgui.h:2965
ImFontGlyph
Definition imgui.h:2995
ImFontGlyphRangesBuilder
Definition imgui.h:3007
ImFont
Definition imgui.h:3164
ImGuiContext
Definition imgui_internal.h:1922
ImGuiIO
Definition imgui.h:2147
ImGuiInputTextCallbackData
Definition imgui.h:2354
ImGuiKeyData
Definition imgui.h:2139
ImGuiListClipper
Definition imgui.h:2561
ImGuiOnceUponAFrame
Definition imgui.h:2432
ImGuiPayload
Definition imgui.h:2397
ImGuiPlatformImeData
Definition imgui.h:3262
ImGuiSizeCallbackData
Definition imgui.h:2388
ImGuiStorage
Definition imgui.h:2504
ImGuiStoragePair
Definition imgui.h:2487
ImGuiStyle
Definition imgui.h:2065
ImGuiTableColumnSortSpecs
Definition imgui.h:1951
ImGuiTableSortSpecs
Definition imgui.h:1941
ImGuiTextBuffer
Definition imgui.h:2467
ImGuiTextFilter::ImGuiTextRange
Definition imgui.h:2450
ImGuiTextFilter
Definition imgui.h:2440
ImGuiViewport
Definition imgui.h:3237
ImNewWrapper
Definition imgui.h:1970
ImVec2
Definition imgui.h:275
ImVec4
Definition imgui.h:288
ImVector
Definition imgui.h:1993