source: opengl-game/IMGUI/imgui.h@ e66fd66

feature/imgui-sdl
Last change on this file since e66fd66 was e66fd66, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

In OpenGLReference, change all enums to enum classes and update IMGUI to the latest version

  • Property mode set to 100644
File size: 232.9 KB
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1// dear imgui, v1.79
2// (headers)
3
4// Help:
5// - Read FAQ at http://dearimgui.org/faq
6// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8// Read imgui.cpp for details, links and comments.
9
10// Resources:
11// - FAQ http://dearimgui.org/faq
12// - Homepage & latest https://github.com/ocornut/imgui
13// - Releases & changelog https://github.com/ocornut/imgui/releases
14// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
15// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
16// - Wiki https://github.com/ocornut/imgui/wiki
17// - Issues & support https://github.com/ocornut/imgui/issues
18
19/*
20
21Index of this file:
22// Header mess
23// Forward declarations and basic types
24// ImGui API (Dear ImGui end-user API)
25// Flags & Enumerations
26// Memory allocations macros
27// ImVector<>
28// ImGuiStyle
29// ImGuiIO
30// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
31// Obsolete functions
32// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
33// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
34// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
35
36*/
37
38#pragma once
39
40// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
41#ifdef IMGUI_USER_CONFIG
42#include IMGUI_USER_CONFIG
43#endif
44#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
45#include "imconfig.h"
46#endif
47
48#ifndef IMGUI_DISABLE
49
50//-----------------------------------------------------------------------------
51// Header mess
52//-----------------------------------------------------------------------------
53
54// Includes
55#include <float.h> // FLT_MIN, FLT_MAX
56#include <stdarg.h> // va_list, va_start, va_end
57#include <stddef.h> // ptrdiff_t, NULL
58#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
59
60// Version
61// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
62#define IMGUI_VERSION "1.79"
63#define IMGUI_VERSION_NUM 17900
64#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
65
66// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
67// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
68// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
69#ifndef IMGUI_API
70#define IMGUI_API
71#endif
72#ifndef IMGUI_IMPL_API
73#define IMGUI_IMPL_API IMGUI_API
74#endif
75
76// Helper Macros
77#ifndef IM_ASSERT
78#include <assert.h>
79#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
80#endif
81#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
82#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
83#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
84#else
85#define IM_FMTARGS(FMT)
86#define IM_FMTLIST(FMT)
87#endif
88#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
89#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
90#if (__cplusplus >= 201100)
91#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
92#else
93#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
94#endif
95
96// Warnings
97#if defined(__clang__)
98#pragma clang diagnostic push
99#pragma clang diagnostic ignored "-Wold-style-cast"
100#if __has_warning("-Wzero-as-null-pointer-constant")
101#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
102#endif
103#elif defined(__GNUC__)
104#pragma GCC diagnostic push
105#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
106#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
107#endif
108
109//-----------------------------------------------------------------------------
110// Forward declarations and basic types
111//-----------------------------------------------------------------------------
112
113// Forward declarations
114struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
115struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
116struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
117struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
118struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
119struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
120struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
121struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
122struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
123struct ImFontConfig; // Configuration data when adding a font or merging fonts
124struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
125struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
126struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
127struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
128struct ImGuiIO; // Main configuration and I/O between your application and ImGui
129struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
130struct ImGuiListClipper; // Helper to manually clip large list of items
131struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
132struct ImGuiPayload; // User data payload for drag and drop operations
133struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
134struct ImGuiStorage; // Helper for key->value storage
135struct ImGuiStyle; // Runtime data for styling/colors
136struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
137struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
138
139// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
140// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
141// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
142// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
143typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
144typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
145typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
146typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
147typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
148typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
149typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
150typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
151typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
152typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
153typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
154typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
155typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
156typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
157typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
158typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
159typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
160typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
161typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
162typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
163typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
164typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
165typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
166typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
167typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
168typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
169typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
170typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
171typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
172
173// Other types
174#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
175typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
176#endif
177typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
178typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);
179typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
180
181// Decoded character types
182// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
183typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
184typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
185#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
186typedef ImWchar32 ImWchar;
187#else
188typedef ImWchar16 ImWchar;
189#endif
190
191// Basic scalar data types
192typedef signed char ImS8; // 8-bit signed integer
193typedef unsigned char ImU8; // 8-bit unsigned integer
194typedef signed short ImS16; // 16-bit signed integer
195typedef unsigned short ImU16; // 16-bit unsigned integer
196typedef signed int ImS32; // 32-bit signed integer == int
197typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
198#if defined(_MSC_VER) && !defined(__clang__)
199typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
200typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
201#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
202#include <stdint.h>
203typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
204typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
205#else
206typedef signed long long ImS64; // 64-bit signed integer (post C++11)
207typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
208#endif
209
210// 2D vector (often used to store positions or sizes)
211struct ImVec2
212{
213 float x, y;
214 ImVec2() { x = y = 0.0f; }
215 ImVec2(float _x, float _y) { x = _x; y = _y; }
216 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
217 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
218#ifdef IM_VEC2_CLASS_EXTRA
219 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.
220#endif
221};
222
223// 4D vector (often used to store floating-point colors)
224struct ImVec4
225{
226 float x, y, z, w;
227 ImVec4() { x = y = z = w = 0.0f; }
228 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
229#ifdef IM_VEC4_CLASS_EXTRA
230 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.
231#endif
232};
233
234//-----------------------------------------------------------------------------
235// ImGui: Dear ImGui end-user API
236// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
237//-----------------------------------------------------------------------------
238
239namespace ImGui
240{
241 // Context creation and access
242 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
243 // None of those functions is reliant on the current context.
244 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
245 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
246 IMGUI_API ImGuiContext* GetCurrentContext();
247 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
248
249 // Main
250 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
251 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
252 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
253 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!
254 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
255 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
256
257 // Demo, Debug, Information
258 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
259 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
260 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
261 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)
262 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
263 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
264 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
265 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
266
267 // Styles
268 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
269 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
270 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
271
272 // Windows
273 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
274 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
275 // which clicking will set the boolean to false when clicked.
276 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
277 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
278 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
279 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
280 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
281 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
282 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
283 // - Note that the bottom of window stack always contains a window called "Debug".
284 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
285 IMGUI_API void End();
286
287 // Child Windows
288 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
289 // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
290 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
291 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
292 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
293 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
294 IMGUI_API void EndChild();
295
296 // Windows Utilities
297 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
298 IMGUI_API bool IsWindowAppearing();
299 IMGUI_API bool IsWindowCollapsed();
300 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
301 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
302 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
303 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
304 IMGUI_API ImVec2 GetWindowSize(); // get current window size
305 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
306 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
307
308 // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
309 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.
310 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()
311 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
312 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()
313 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
314 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
315 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.
316 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.
317 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.
318 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
319 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
320 IMGUI_API void SetWindowFontScale(float scale); // 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().
321 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
322 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.
323 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
324 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
325
326 // Content region
327 // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
328 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
329 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
330 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
331 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
332 IMGUI_API float GetWindowContentRegionWidth(); //
333
334 // Windows Scrolling
335 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
336 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
337 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x
338 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y
339 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
340 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
341 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.
342 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.
343 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.
344 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.
345
346 // Parameters stacks (shared)
347 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
348 IMGUI_API void PopFont();
349 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
350 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
351 IMGUI_API void PopStyleColor(int count = 1);
352 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
353 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
354 IMGUI_API void PopStyleVar(int count = 1);
355 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.
356 IMGUI_API ImFont* GetFont(); // get current font
357 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
358 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
359 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
360 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
361 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
362
363 // Parameters stacks (current window)
364 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
365 IMGUI_API void PopItemWidth();
366 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 -1.0f always align width to the right side)
367 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.
368 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
369 IMGUI_API void PopTextWrapPos();
370 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
371 IMGUI_API void PopAllowKeyboardFocus();
372 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.
373 IMGUI_API void PopButtonRepeat();
374
375 // Cursor / Layout
376 // - By "cursor" we mean the current output position.
377 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
378 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
379 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
380 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
381 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
382 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
383 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.
384 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
385 IMGUI_API void Spacing(); // add vertical spacing.
386 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.
387 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
388 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
389 IMGUI_API void BeginGroup(); // lock horizontal starting position
390 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.)
391 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
392 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
393 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
394 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
395 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
396 IMGUI_API void SetCursorPosY(float local_y); //
397 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
398 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
399 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
400 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)
401 IMGUI_API float GetTextLineHeight(); // ~ FontSize
402 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
403 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
404 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
405
406 // ID stack/scopes
407 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
408 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
409 // - The resulting ID are hashes of the entire stack.
410 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
411 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
412 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
413 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
414 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
415 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
416 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
417 IMGUI_API void PopID(); // pop from the ID stack.
418 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
419 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
420 IMGUI_API ImGuiID GetID(const void* ptr_id);
421
422 // Widgets: Text
423 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.
424 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
425 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
426 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
427 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
428 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
429 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
430 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().
431 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
432 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
433 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
434 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
435 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
436
437 // Widgets: Main
438 // - Most widgets return true when the value has been changed or when pressed/selected
439 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
440 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
441 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
442 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.)
443 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
444 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
445 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
446 IMGUI_API bool Checkbox(const char* label, bool* v);
447 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
448 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
449 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
450 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);
451 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
452
453 // Widgets: Combo Box
454 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
455 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
456 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
457 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
458 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
459 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"
460 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
461
462 // Widgets: Drag Sliders
463 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
464 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
465 // - 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.
466 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
467 // - 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).
468 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
469 // - 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.
470 // - 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.
471 // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
472 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
473 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
474 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);
475 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);
476 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);
477 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);
478 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
479 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);
480 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);
481 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);
482 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);
483 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
484 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
485
486 // Widgets: Regular Sliders
487 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
488 // - 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.
489 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
490 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
491 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
492 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.
493 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
494 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
495 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
496 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);
497 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
498 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
499 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
500 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
501 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);
502 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);
503 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);
504 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);
505 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);
506
507 // Widgets: Input with Keyboard
508 // - 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.
509 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
510 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
511 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);
512 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);
513 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);
514 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
515 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
516 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
517 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
518 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
519 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
520 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
521 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);
522 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);
523 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);
524
525 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
526 // - 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.
527 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
528 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
529 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
530 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
531 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
532 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed.
533 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.
534
535 // Widgets: Trees
536 // - 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.
537 IMGUI_API bool TreeNode(const char* label);
538 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().
539 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
540 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
541 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
542 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
543 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
544 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
545 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
546 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
547 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.
548 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
549 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
550 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
551 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().
552 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
553 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
554
555 // Widgets: Selectables
556 // - A selectable highlights when hovered, and can display another color when selected.
557 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
558 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
559 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.
560
561 // Widgets: List Boxes
562 // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
563 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
564 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
565 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
566 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
567 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
568
569 // Widgets: Data Plotting
570 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));
571 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));
572 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));
573 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));
574
575 // Widgets: Value() Helpers.
576 // - 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)
577 IMGUI_API void Value(const char* prefix, bool b);
578 IMGUI_API void Value(const char* prefix, int v);
579 IMGUI_API void Value(const char* prefix, unsigned int v);
580 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
581
582 // Widgets: Menus
583 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
584 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
585 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
586 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
587 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
588 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
589 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
590 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
591 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
592 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
593 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
594
595 // Tooltips
596 // - Tooltip are windows following the mouse which do not take focus away.
597 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
598 IMGUI_API void EndTooltip();
599 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
600 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
601
602 // Popups, Modals
603 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
604 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
605 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
606 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
607 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
608 // - 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.
609 // This is sometimes leading to confusing mistakes. May rework this in the future.
610 // Popups: begin/end functions
611 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
612 // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
613 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.
614 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.
615 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
616 // Popups: open/close functions
617 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
618 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
619 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
620 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
621 // - 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().
622 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
623 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
624 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
625 // Popups: open+begin combined functions helpers
626 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
627 // - They are convenient to easily create context menus, hence the name.
628 // - 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.
629 // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
630 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
631 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
632 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).
633 // Popups: test function
634 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
635 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
636 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
637 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
638
639 // Columns
640 // - You can also use SameLine(pos_x) to mimic simplified columns.
641 // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
642 // - There is a maximum of 64 columns.
643 // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957).
644 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
645 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
646 IMGUI_API int GetColumnIndex(); // get current column index
647 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
648 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
649 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
650 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
651 IMGUI_API int GetColumnsCount();
652
653 // Tab Bars, Tabs
654 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
655 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
656 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
657 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
658 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.
659 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.
660
661 // Logging/Capture
662 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
663 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
664 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
665 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
666 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
667 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
668 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
669
670 // Drag and Drop
671 // - [BETA API] API may evolve!
672 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
673 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
674 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.
675 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
676 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
677 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.
678 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
679 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
680
681 // Clipping
682 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
683 IMGUI_API void PopClipRect();
684
685 // Focus, Activation
686 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
687 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
688 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.
689
690 // Item/Widgets Utilities
691 // - Most of the functions are referring to the last/previous item we submitted.
692 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
693 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.
694 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)
695 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
696 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
697 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
698 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.
699 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
700 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
701 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
702 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
703 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
704 IMGUI_API bool IsAnyItemActive(); // is any item active?
705 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
706 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
707 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
708 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
709 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
710
711 // Miscellaneous Utilities
712 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
713 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.
714 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
715 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
716 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
717 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
718 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
719 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
720 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)
721 IMGUI_API ImGuiStorage* GetStateStorage();
722 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
723 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
724 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
725
726 // Text Utilities
727 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
728
729 // Color Utilities
730 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
731 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
732 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
733 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
734
735 // Inputs Utilities: Keyboard
736 // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[].
737 // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
738 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
739 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
740 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
741 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
742 IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
743 IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
744
745 // Inputs Utilities: Mouse
746 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
747 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
748 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
749 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
750 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
751 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
752 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
753 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.
754 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
755 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
756 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
757 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)
758 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
759 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
760 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
761 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
762 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
763 IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
764
765 // Clipboard Utilities
766 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
767 IMGUI_API const char* GetClipboardText();
768 IMGUI_API void SetClipboardText(const char* text);
769
770 // Settings/.Ini Utilities
771 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
772 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
773 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
774 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.
775 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).
776 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.
777
778 // Debug Utilities
779 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.
780
781 // Memory Allocators
782 // - All those functions are not reliant on the current context.
783 // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
784 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
785 IMGUI_API void* MemAlloc(size_t size);
786 IMGUI_API void MemFree(void* ptr);
787
788} // namespace ImGui
789
790//-----------------------------------------------------------------------------
791// Flags & Enumerations
792//-----------------------------------------------------------------------------
793
794// Flags for ImGui::Begin()
795enum ImGuiWindowFlags_
796{
797 ImGuiWindowFlags_None = 0,
798 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
799 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
800 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
801 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
802 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.
803 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
804 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
805 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
806 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
807 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
808 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
809 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.
810 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
811 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
812 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
813 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
814 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
815 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
816 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
817 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
818 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
819 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
820 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
821
822 // [Internal]
823 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
824 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
825 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
826 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
827 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
828 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
829
830 // [Obsolete]
831 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows.
832 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
833};
834
835// Flags for ImGui::InputText()
836enum ImGuiInputTextFlags_
837{
838 ImGuiInputTextFlags_None = 0,
839 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
840 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
841 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
842 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
843 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
844 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
845 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
846 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
847 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
848 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
849 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
850 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
851 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
852 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
853 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
854 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
855 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().
856 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
857 ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
858 ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
859 // [Internal]
860 ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
861 ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
862};
863
864// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
865enum ImGuiTreeNodeFlags_
866{
867 ImGuiTreeNodeFlags_None = 0,
868 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
869 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
870 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
871 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
872 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
873 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
874 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
875 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.
876 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
877 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
878 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().
879 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
880 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
881 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
882 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
883 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
884};
885
886// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
887// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
888// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
889// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
890// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
891// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
892// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
893// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
894enum ImGuiPopupFlags_
895{
896 ImGuiPopupFlags_None = 0,
897 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
898 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
899 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
900 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
901 ImGuiPopupFlags_MouseButtonDefault_ = 1,
902 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
903 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
904 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
905 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
906 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
907};
908
909// Flags for ImGui::Selectable()
910enum ImGuiSelectableFlags_
911{
912 ImGuiSelectableFlags_None = 0,
913 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
914 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
915 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
916 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
917 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
918};
919
920// Flags for ImGui::BeginCombo()
921enum ImGuiComboFlags_
922{
923 ImGuiComboFlags_None = 0,
924 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
925 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()
926 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
927 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
928 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
929 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
930 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
931 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
932};
933
934// Flags for ImGui::BeginTabBar()
935enum ImGuiTabBarFlags_
936{
937 ImGuiTabBarFlags_None = 0,
938 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
939 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
940 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
941 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
942 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
943 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
944 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
945 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
946 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
947 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
948};
949
950// Flags for ImGui::BeginTabItem()
951enum ImGuiTabItemFlags_
952{
953 ImGuiTabItemFlags_None = 0,
954 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
955 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
956 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
957 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
958 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
959 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
960 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
961 ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
962};
963
964// Flags for ImGui::IsWindowFocused()
965enum ImGuiFocusedFlags_
966{
967 ImGuiFocusedFlags_None = 0,
968 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
969 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
970 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
971 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
972};
973
974// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
975// 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!
976// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
977enum ImGuiHoveredFlags_
978{
979 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.
980 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
981 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
982 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
983 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
984 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
985 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
986 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
987 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
988 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
989 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
990};
991
992// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
993enum ImGuiDragDropFlags_
994{
995 ImGuiDragDropFlags_None = 0,
996 // BeginDragDropSource() flags
997 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
998 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
999 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.
1000 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.
1001 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.
1002 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1003 // AcceptDragDropPayload() flags
1004 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.
1005 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1006 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1007 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
1008};
1009
1010// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1011#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1012#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1013
1014// A primary data type
1015enum ImGuiDataType_
1016{
1017 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1018 ImGuiDataType_U8, // unsigned char
1019 ImGuiDataType_S16, // short
1020 ImGuiDataType_U16, // unsigned short
1021 ImGuiDataType_S32, // int
1022 ImGuiDataType_U32, // unsigned int
1023 ImGuiDataType_S64, // long long / __int64
1024 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1025 ImGuiDataType_Float, // float
1026 ImGuiDataType_Double, // double
1027 ImGuiDataType_COUNT
1028};
1029
1030// A cardinal direction
1031enum ImGuiDir_
1032{
1033 ImGuiDir_None = -1,
1034 ImGuiDir_Left = 0,
1035 ImGuiDir_Right = 1,
1036 ImGuiDir_Up = 2,
1037 ImGuiDir_Down = 3,
1038 ImGuiDir_COUNT
1039};
1040
1041// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
1042enum ImGuiKey_
1043{
1044 ImGuiKey_Tab,
1045 ImGuiKey_LeftArrow,
1046 ImGuiKey_RightArrow,
1047 ImGuiKey_UpArrow,
1048 ImGuiKey_DownArrow,
1049 ImGuiKey_PageUp,
1050 ImGuiKey_PageDown,
1051 ImGuiKey_Home,
1052 ImGuiKey_End,
1053 ImGuiKey_Insert,
1054 ImGuiKey_Delete,
1055 ImGuiKey_Backspace,
1056 ImGuiKey_Space,
1057 ImGuiKey_Enter,
1058 ImGuiKey_Escape,
1059 ImGuiKey_KeyPadEnter,
1060 ImGuiKey_A, // for text edit CTRL+A: select all
1061 ImGuiKey_C, // for text edit CTRL+C: copy
1062 ImGuiKey_V, // for text edit CTRL+V: paste
1063 ImGuiKey_X, // for text edit CTRL+X: cut
1064 ImGuiKey_Y, // for text edit CTRL+Y: redo
1065 ImGuiKey_Z, // for text edit CTRL+Z: undo
1066 ImGuiKey_COUNT
1067};
1068
1069// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end)
1070enum ImGuiKeyModFlags_
1071{
1072 ImGuiKeyModFlags_None = 0,
1073 ImGuiKeyModFlags_Ctrl = 1 << 0,
1074 ImGuiKeyModFlags_Shift = 1 << 1,
1075 ImGuiKeyModFlags_Alt = 1 << 2,
1076 ImGuiKeyModFlags_Super = 1 << 3
1077};
1078
1079// Gamepad/Keyboard navigation
1080// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
1081// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
1082// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
1083enum ImGuiNavInput_
1084{
1085 // Gamepad Mapping
1086 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
1087 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
1088 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
1089 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
1090 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
1091 ImGuiNavInput_DpadRight, //
1092 ImGuiNavInput_DpadUp, //
1093 ImGuiNavInput_DpadDown, //
1094 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
1095 ImGuiNavInput_LStickRight, //
1096 ImGuiNavInput_LStickUp, //
1097 ImGuiNavInput_LStickDown, //
1098 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1099 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1100 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1101 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1102
1103 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1104 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1105 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
1106 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
1107 ImGuiNavInput_KeyRight_, // move right
1108 ImGuiNavInput_KeyUp_, // move up
1109 ImGuiNavInput_KeyDown_, // move down
1110 ImGuiNavInput_COUNT,
1111 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
1112};
1113
1114// Configuration flags stored in io.ConfigFlags. Set by user/application.
1115enum ImGuiConfigFlags_
1116{
1117 ImGuiConfigFlags_None = 0,
1118 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1119 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
1120 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
1121 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1122 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
1123 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1124
1125 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1126 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1127 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1128};
1129
1130// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
1131enum ImGuiBackendFlags_
1132{
1133 ImGuiBackendFlags_None = 0,
1134 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
1135 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1136 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1137 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1138};
1139
1140// Enumeration for PushStyleColor() / PopStyleColor()
1141enum ImGuiCol_
1142{
1143 ImGuiCol_Text,
1144 ImGuiCol_TextDisabled,
1145 ImGuiCol_WindowBg, // Background of normal windows
1146 ImGuiCol_ChildBg, // Background of child windows
1147 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1148 ImGuiCol_Border,
1149 ImGuiCol_BorderShadow,
1150 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1151 ImGuiCol_FrameBgHovered,
1152 ImGuiCol_FrameBgActive,
1153 ImGuiCol_TitleBg,
1154 ImGuiCol_TitleBgActive,
1155 ImGuiCol_TitleBgCollapsed,
1156 ImGuiCol_MenuBarBg,
1157 ImGuiCol_ScrollbarBg,
1158 ImGuiCol_ScrollbarGrab,
1159 ImGuiCol_ScrollbarGrabHovered,
1160 ImGuiCol_ScrollbarGrabActive,
1161 ImGuiCol_CheckMark,
1162 ImGuiCol_SliderGrab,
1163 ImGuiCol_SliderGrabActive,
1164 ImGuiCol_Button,
1165 ImGuiCol_ButtonHovered,
1166 ImGuiCol_ButtonActive,
1167 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1168 ImGuiCol_HeaderHovered,
1169 ImGuiCol_HeaderActive,
1170 ImGuiCol_Separator,
1171 ImGuiCol_SeparatorHovered,
1172 ImGuiCol_SeparatorActive,
1173 ImGuiCol_ResizeGrip,
1174 ImGuiCol_ResizeGripHovered,
1175 ImGuiCol_ResizeGripActive,
1176 ImGuiCol_Tab,
1177 ImGuiCol_TabHovered,
1178 ImGuiCol_TabActive,
1179 ImGuiCol_TabUnfocused,
1180 ImGuiCol_TabUnfocusedActive,
1181 ImGuiCol_PlotLines,
1182 ImGuiCol_PlotLinesHovered,
1183 ImGuiCol_PlotHistogram,
1184 ImGuiCol_PlotHistogramHovered,
1185 ImGuiCol_TextSelectedBg,
1186 ImGuiCol_DragDropTarget,
1187 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1188 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1189 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1190 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1191 ImGuiCol_COUNT
1192
1193 // Obsolete names (will be removed)
1194#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1195 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
1196 //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors.
1197#endif
1198};
1199
1200// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1201// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1202// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1203// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1204// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1205// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1206// - 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.
1207enum ImGuiStyleVar_
1208{
1209 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1210 ImGuiStyleVar_Alpha, // float Alpha
1211 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1212 ImGuiStyleVar_WindowRounding, // float WindowRounding
1213 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1214 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1215 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1216 ImGuiStyleVar_ChildRounding, // float ChildRounding
1217 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1218 ImGuiStyleVar_PopupRounding, // float PopupRounding
1219 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1220 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1221 ImGuiStyleVar_FrameRounding, // float FrameRounding
1222 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1223 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1224 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1225 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1226 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1227 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1228 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1229 ImGuiStyleVar_GrabRounding, // float GrabRounding
1230 ImGuiStyleVar_TabRounding, // float TabRounding
1231 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1232 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1233 ImGuiStyleVar_COUNT
1234
1235 // Obsolete names (will be removed)
1236#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1237 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
1238#endif
1239};
1240
1241// Flags for InvisibleButton() [extended in imgui_internal.h]
1242enum ImGuiButtonFlags_
1243{
1244 ImGuiButtonFlags_None = 0,
1245 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1246 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1247 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1248
1249 // [Internal]
1250 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1251 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
1252};
1253
1254// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1255enum ImGuiColorEditFlags_
1256{
1257 ImGuiColorEditFlags_None = 0,
1258 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1259 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1260 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1261 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1262 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1263 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1264 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1265 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1266 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1267 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1268
1269 // User Options (right-click on widget to change some of them).
1270 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1271 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1272 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1273 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).
1274 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.
1275 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1276 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1277 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1278 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.
1279 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1280 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1281 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1282 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1283
1284 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1285 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1286 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1287
1288 // [Internal] Masks
1289 ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1290 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1291 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1292 ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
1293
1294 // Obsolete names (will be removed)
1295#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1296 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1297#endif
1298};
1299
1300// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1301// 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.
1302enum ImGuiSliderFlags_
1303{
1304 ImGuiSliderFlags_None = 0,
1305 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.
1306 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.
1307 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)
1308 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1309 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.
1310
1311 // Obsolete names (will be removed)
1312#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1313 , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
1314#endif
1315};
1316
1317// Identify a mouse button.
1318// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1319enum ImGuiMouseButton_
1320{
1321 ImGuiMouseButton_Left = 0,
1322 ImGuiMouseButton_Right = 1,
1323 ImGuiMouseButton_Middle = 2,
1324 ImGuiMouseButton_COUNT = 5
1325};
1326
1327// Enumeration for GetMouseCursor()
1328// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1329enum ImGuiMouseCursor_
1330{
1331 ImGuiMouseCursor_None = -1,
1332 ImGuiMouseCursor_Arrow = 0,
1333 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1334 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1335 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1336 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1337 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1338 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1339 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1340 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1341 ImGuiMouseCursor_COUNT
1342
1343 // Obsolete names (will be removed)
1344#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1345 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
1346#endif
1347};
1348
1349// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1350// Represent a condition.
1351// 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.
1352enum ImGuiCond_
1353{
1354 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1355 ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
1356 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1357 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1358 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1359};
1360
1361//-----------------------------------------------------------------------------
1362// Helpers: Memory allocations macros
1363// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1364// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1365// 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.
1366//-----------------------------------------------------------------------------
1367
1368struct ImNewWrapper {};
1369inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1370inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1371#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1372#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1373#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1374#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1375template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1376
1377//-----------------------------------------------------------------------------
1378// Helper: ImVector<>
1379// 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).
1380//-----------------------------------------------------------------------------
1381// - 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.
1382// - We use std-like naming convention here, which is a little unusual for this codebase.
1383// - 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.
1384// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1385// 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.
1386//-----------------------------------------------------------------------------
1387
1388template<typename T>
1389struct ImVector
1390{
1391 int Size;
1392 int Capacity;
1393 T* Data;
1394
1395 // Provide standard typedefs but we don't use them ourselves.
1396 typedef T value_type;
1397 typedef value_type* iterator;
1398 typedef const value_type* const_iterator;
1399
1400 // Constructors, destructor
1401 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1402 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1403 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1404 inline ~ImVector() { if (Data) IM_FREE(Data); }
1405
1406 inline bool empty() const { return Size == 0; }
1407 inline int size() const { return Size; }
1408 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1409 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1410 inline int capacity() const { return Capacity; }
1411 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1412 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1413
1414 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
1415 inline T* begin() { return Data; }
1416 inline const T* begin() const { return Data; }
1417 inline T* end() { return Data + Size; }
1418 inline const T* end() const { return Data + Size; }
1419 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1420 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1421 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1422 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1423 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; }
1424
1425 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1426 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1427 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; }
1428 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
1429 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; }
1430
1431 // 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.
1432 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1433 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1434 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1435 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; }
1436 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
1437 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; }
1438 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; }
1439 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; }
1440 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; }
1441 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; }
1442 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1443 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1444 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; }
1445};
1446
1447//-----------------------------------------------------------------------------
1448// ImGuiStyle
1449// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1450// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1451// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1452//-----------------------------------------------------------------------------
1453
1454struct ImGuiStyle
1455{
1456 float Alpha; // Global alpha applies to everything in Dear ImGui.
1457 ImVec2 WindowPadding; // Padding within a window.
1458 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.
1459 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).
1460 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1461 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1462 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1463 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1464 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).
1465 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1466 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).
1467 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1468 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1469 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).
1470 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1471 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1472 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!
1473 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1474 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1475 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1476 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1477 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1478 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1479 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1480 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1481 float TabBorderSize; // Thickness of border around tabs.
1482 float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1483 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1484 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1485 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.
1486 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1487 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1488 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1489 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).
1490 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
1491 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).
1492 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.
1493 float CircleSegmentMaxError; // 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.
1494 ImVec4 Colors[ImGuiCol_COUNT];
1495
1496 IMGUI_API ImGuiStyle();
1497 IMGUI_API void ScaleAllSizes(float scale_factor);
1498};
1499
1500//-----------------------------------------------------------------------------
1501// ImGuiIO
1502// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1503// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1504//-----------------------------------------------------------------------------
1505
1506struct ImGuiIO
1507{
1508 //------------------------------------------------------------------
1509 // Configuration (fill once) // Default value
1510 //------------------------------------------------------------------
1511
1512 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1513 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1514 ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
1515 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1516 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1517 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1518 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1519 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1520 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1521 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1522 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1523 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1524 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1525 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1526
1527 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1528 float FontGlobalScale; // = 1.0f // Global scale all fonts
1529 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1530 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1531 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.
1532
1533 // Miscellaneous options
1534 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1535 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1536 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1537 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)
1538 bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1539 float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
1540
1541 //------------------------------------------------------------------
1542 // Platform Functions
1543 // (the imgui_impl_xxxx back-end files are setting those up for you)
1544 //------------------------------------------------------------------
1545
1546 // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1547 const char* BackendPlatformName; // = NULL
1548 const char* BackendRendererName; // = NULL
1549 void* BackendPlatformUserData; // = NULL // User data for platform back-end
1550 void* BackendRendererUserData; // = NULL // User data for renderer back-end
1551 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end
1552
1553 // Optional: Access OS clipboard
1554 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1555 const char* (*GetClipboardTextFn)(void* user_data);
1556 void (*SetClipboardTextFn)(void* user_data, const char* text);
1557 void* ClipboardUserData;
1558
1559 // 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)
1560 // (default to use native imm32 api on Windows)
1561 void (*ImeSetInputScreenPosFn)(int x, int y);
1562 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1563
1564#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1565 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1566 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1567 void (*RenderDrawListsFn)(ImDrawData* data);
1568#else
1569 // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1570 void* RenderDrawListsFnUnused;
1571#endif
1572
1573 //------------------------------------------------------------------
1574 // Input - Fill before calling NewFrame()
1575 //------------------------------------------------------------------
1576
1577 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1578 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1579 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1580 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1581 bool KeyCtrl; // Keyboard modifier pressed: Control
1582 bool KeyShift; // Keyboard modifier pressed: Shift
1583 bool KeyAlt; // Keyboard modifier pressed: Alt
1584 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1585 bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1586 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1587
1588 // Functions
1589 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1590 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
1591 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1592 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1593
1594 //------------------------------------------------------------------
1595 // Output - Updated by NewFrame() or EndFrame()/Render()
1596 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1597 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1598 //------------------------------------------------------------------
1599
1600 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.).
1601 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.).
1602 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).
1603 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1604 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!
1605 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.
1606 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1607 float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
1608 int MetricsRenderVertices; // Vertices output during last call to Render()
1609 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1610 int MetricsRenderWindows; // Number of visible windows
1611 int MetricsActiveWindows; // Number of active windows
1612 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1613 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.
1614
1615 //------------------------------------------------------------------
1616 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
1617 //------------------------------------------------------------------
1618
1619 ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1620 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1621 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1622 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1623 bool MouseClicked[5]; // Mouse button went from !Down to Down
1624 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1625 bool MouseReleased[5]; // Mouse button went from Down to !Down
1626 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
1627 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1628 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1629 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1630 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1631 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1632 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1633 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1634 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1635 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1636 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.
1637 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
1638 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1639
1640 IMGUI_API ImGuiIO();
1641};
1642
1643//-----------------------------------------------------------------------------
1644// Misc data structures
1645//-----------------------------------------------------------------------------
1646
1647// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1648// The callback function should return 0 by default.
1649// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1650// - 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)
1651// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1652// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1653// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1654// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1655// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1656struct ImGuiInputTextCallbackData
1657{
1658 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1659 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1660 void* UserData; // What user passed to InputText() // Read-only
1661
1662 // Arguments for the different callback events
1663 // - 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.
1664 // - 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.
1665 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;
1666 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1667 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1668 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()
1669 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
1670 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1671 int CursorPos; // // Read-write // [Completion,History,Always]
1672 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1673 int SelectionEnd; // // Read-write // [Completion,History,Always]
1674
1675 // Helper functions for text manipulation.
1676 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1677 IMGUI_API ImGuiInputTextCallbackData();
1678 IMGUI_API void DeleteChars(int pos, int bytes_count);
1679 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1680 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
1681 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
1682 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1683};
1684
1685// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1686// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1687struct ImGuiSizeCallbackData
1688{
1689 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1690 ImVec2 Pos; // Read-only. Window position, for reference.
1691 ImVec2 CurrentSize; // Read-only. Current window size.
1692 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1693};
1694
1695// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1696struct ImGuiPayload
1697{
1698 // Members
1699 void* Data; // Data (copied and owned by dear imgui)
1700 int DataSize; // Data size
1701
1702 // [Internal]
1703 ImGuiID SourceId; // Source item id
1704 ImGuiID SourceParentId; // Source parent id (if available)
1705 int DataFrameCount; // Data timestamp
1706 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
1707 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1708 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1709
1710 ImGuiPayload() { Clear(); }
1711 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1712 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1713 bool IsPreview() const { return Preview; }
1714 bool IsDelivery() const { return Delivery; }
1715};
1716
1717//-----------------------------------------------------------------------------
1718// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1719// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1720//-----------------------------------------------------------------------------
1721
1722#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1723namespace ImGui
1724{
1725 // OBSOLETED in 1.79 (from August 2020)
1726 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!
1727 // OBSOLETED in 1.78 (from June 2020)
1728 // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
1729 // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
1730 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);
1731 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);
1732 static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
1733 static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
1734 static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
1735 static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
1736 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);
1737 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);
1738 static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
1739 static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
1740 static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
1741 static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
1742 // OBSOLETED in 1.77 (from June 2020)
1743 static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
1744 // OBSOLETED in 1.72 (from April 2019)
1745 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
1746 // OBSOLETED in 1.71 (from June 2019)
1747 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
1748 // OBSOLETED in 1.70 (from May 2019)
1749 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
1750 // OBSOLETED in 1.69 (from Mar 2019)
1751 static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
1752 // OBSOLETED in 1.66 (from Sep 2018)
1753 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1754 // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
1755 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1756 // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1757 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1758 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1759 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1760 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1761 // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
1762 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
1763 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1764}
1765typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
1766typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1767#endif
1768
1769//-----------------------------------------------------------------------------
1770// Helpers
1771//-----------------------------------------------------------------------------
1772
1773// Helper: Unicode defines
1774#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
1775#ifdef IMGUI_USE_WCHAR32
1776#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
1777#else
1778#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
1779#endif
1780
1781// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1782// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1783struct ImGuiOnceUponAFrame
1784{
1785 ImGuiOnceUponAFrame() { RefFrame = -1; }
1786 mutable int RefFrame;
1787 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1788};
1789
1790// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1791struct ImGuiTextFilter
1792{
1793 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1794 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1795 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1796 IMGUI_API void Build();
1797 void Clear() { InputBuf[0] = 0; Build(); }
1798 bool IsActive() const { return !Filters.empty(); }
1799
1800 // [Internal]
1801 struct ImGuiTextRange
1802 {
1803 const char* b;
1804 const char* e;
1805
1806 ImGuiTextRange() { b = e = NULL; }
1807 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1808 bool empty() const { return b == e; }
1809 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
1810 };
1811 char InputBuf[256];
1812 ImVector<ImGuiTextRange>Filters;
1813 int CountGrep;
1814};
1815
1816// Helper: Growable text buffer for logging/accumulating text
1817// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1818struct ImGuiTextBuffer
1819{
1820 ImVector<char> Buf;
1821 IMGUI_API static char EmptyString[1];
1822
1823 ImGuiTextBuffer() { }
1824 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
1825 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
1826 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
1827 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
1828 bool empty() const { return Buf.Size <= 1; }
1829 void clear() { Buf.clear(); }
1830 void reserve(int capacity) { Buf.reserve(capacity); }
1831 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1832 IMGUI_API void append(const char* str, const char* str_end = NULL);
1833 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1834 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1835};
1836
1837// Helper: Key->Value storage
1838// Typically you don't have to worry about this since a storage is held within each Window.
1839// We use it to e.g. store collapse state for a tree (Int 0/1)
1840// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1841// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1842// - 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).
1843// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1844// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1845struct ImGuiStorage
1846{
1847 // [Internal]
1848 struct ImGuiStoragePair
1849 {
1850 ImGuiID key;
1851 union { int val_i; float val_f; void* val_p; };
1852 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1853 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1854 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1855 };
1856
1857 ImVector<ImGuiStoragePair> Data;
1858
1859 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1860 // - Set***() functions find pair, insertion on demand if missing.
1861 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1862 void Clear() { Data.clear(); }
1863 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1864 IMGUI_API void SetInt(ImGuiID key, int val);
1865 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1866 IMGUI_API void SetBool(ImGuiID key, bool val);
1867 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1868 IMGUI_API void SetFloat(ImGuiID key, float val);
1869 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1870 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1871
1872 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1873 // - 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.
1874 // - 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)
1875 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1876 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1877 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1878 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1879 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1880
1881 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1882 IMGUI_API void SetAllInt(int val);
1883
1884 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1885 IMGUI_API void BuildSortByKey();
1886};
1887
1888// Helper: Manually clip large list of items.
1889// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
1890// clipping based on visibility to save yourself from processing those items at all.
1891// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1892// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
1893// Usage:
1894// ImGuiListClipper clipper;
1895// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
1896// while (clipper.Step())
1897// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1898// ImGui::Text("line number %d", i);
1899// Generally what happens is:
1900// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
1901// - User code submit one element.
1902// - Clipper can measure the height of the first element
1903// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
1904// - User code submit visible elements.
1905struct ImGuiListClipper
1906{
1907 int DisplayStart;
1908 int DisplayEnd;
1909
1910 // [Internal]
1911 int ItemsCount;
1912 int StepNo;
1913 float ItemsHeight;
1914 float StartPosY;
1915
1916 IMGUI_API ImGuiListClipper();
1917 IMGUI_API ~ImGuiListClipper();
1918
1919 // 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)
1920 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1921 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1922 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1923 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1924
1925#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1926 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]
1927#endif
1928};
1929
1930// Helpers macros to generate 32-bit encoded colors
1931#ifdef IMGUI_USE_BGRA_PACKED_COLOR
1932#define IM_COL32_R_SHIFT 16
1933#define IM_COL32_G_SHIFT 8
1934#define IM_COL32_B_SHIFT 0
1935#define IM_COL32_A_SHIFT 24
1936#define IM_COL32_A_MASK 0xFF000000
1937#else
1938#define IM_COL32_R_SHIFT 0
1939#define IM_COL32_G_SHIFT 8
1940#define IM_COL32_B_SHIFT 16
1941#define IM_COL32_A_SHIFT 24
1942#define IM_COL32_A_MASK 0xFF000000
1943#endif
1944#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))
1945#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1946#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1947#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1948
1949// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1950// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1951// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1952// **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.
1953struct ImColor
1954{
1955 ImVec4 Value;
1956
1957 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1958 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
1959 ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
1960 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1961 ImColor(const ImVec4& col) { Value = col; }
1962 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1963 inline operator ImVec4() const { return Value; }
1964
1965 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1966 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; }
1967 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); }
1968};
1969
1970//-----------------------------------------------------------------------------
1971// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
1972// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1973//-----------------------------------------------------------------------------
1974
1975// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
1976#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
1977#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
1978#endif
1979
1980// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
1981// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1982// you can poke into the draw list for that! Draw callback may be useful for example to:
1983// A) Change your GPU render state,
1984// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1985// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1986// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
1987#ifndef ImDrawCallback
1988typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1989#endif
1990
1991// Special Draw callback value to request renderer back-end to reset the graphics/render state.
1992// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
1993// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
1994// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
1995#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
1996
1997// Typically, 1 command = 1 GPU draw call (unless command is a callback)
1998// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
1999// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2000// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields.
2001// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2002struct ImDrawCmd
2003{
2004 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2005 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.
2006 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.
2007 unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
2008 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[].
2009 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2010 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2011
2012 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2013};
2014
2015// Vertex index, default to 16-bit
2016// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended).
2017// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
2018#ifndef ImDrawIdx
2019typedef unsigned short ImDrawIdx;
2020#endif
2021
2022// Vertex layout
2023#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2024struct ImDrawVert
2025{
2026 ImVec2 pos;
2027 ImVec2 uv;
2028 ImU32 col;
2029};
2030#else
2031// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2032// 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.
2033// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
2034// 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.
2035IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2036#endif
2037
2038// For use by ImDrawListSplitter.
2039struct ImDrawChannel
2040{
2041 ImVector<ImDrawCmd> _CmdBuffer;
2042 ImVector<ImDrawIdx> _IdxBuffer;
2043};
2044
2045// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2046// This is used by the Columns api, so items of each column can be batched together in a same draw call.
2047struct ImDrawListSplitter
2048{
2049 int _Current; // Current channel number (0)
2050 int _Count; // Number of active channels (1+)
2051 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2052
2053 inline ImDrawListSplitter() { Clear(); }
2054 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2055 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2056 IMGUI_API void ClearFreeMemory();
2057 IMGUI_API void Split(ImDrawList* draw_list, int count);
2058 IMGUI_API void Merge(ImDrawList* draw_list);
2059 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2060};
2061
2062enum ImDrawCornerFlags_
2063{
2064 ImDrawCornerFlags_None = 0,
2065 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
2066 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
2067 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
2068 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
2069 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
2070 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
2071 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
2072 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
2073 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
2074};
2075
2076// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2077// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2078enum ImDrawListFlags_
2079{
2080 ImDrawListFlags_None = 0,
2081 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)
2082 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering.
2083 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2084 ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2085};
2086
2087// Draw command list
2088// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2089// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2090// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2091// access the current window draw list and draw custom primitives.
2092// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2093// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
2094// 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.
2095struct ImDrawList
2096{
2097 // This is what you have to render
2098 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2099 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2100 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2101 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2102
2103 // [Internal, used while building lists]
2104 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2105 const char* _OwnerName; // Pointer to owner window's name for debugging
2106 unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2107 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2108 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2109 ImVector<ImVec4> _ClipRectStack; // [Internal]
2110 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2111 ImVector<ImVec2> _Path; // [Internal] current path building
2112 ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
2113 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2114
2115 // 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)
2116 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
2117
2118 ~ImDrawList() { _ClearFreeMemory(); }
2119 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
2120 IMGUI_API void PushClipRectFullScreen();
2121 IMGUI_API void PopClipRect();
2122 IMGUI_API void PushTextureID(ImTextureID texture_id);
2123 IMGUI_API void PopTextureID();
2124 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2125 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2126
2127 // Primitives
2128 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2129 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2130 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2131 // In future versions we will use textures to provide cheaper and higher-quality circles.
2132 // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
2133 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2134 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
2135 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
2136 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);
2137 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2138 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2139 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2140 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2141 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2142 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2143 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2144 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2145 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2146 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);
2147 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
2148 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
2149 IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
2150
2151 // Image primitives
2152 // - Read FAQ to understand what ImTextureID is.
2153 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2154 // - "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.
2155 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);
2156 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);
2157 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
2158
2159 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2160 inline void PathClear() { _Path.Size = 0; }
2161 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2162 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2163 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
2164 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
2165 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
2166 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
2167 IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
2168 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
2169
2170 // Advanced
2171 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.
2172 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
2173 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2174
2175 // Advanced: Channels
2176 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2177 // - 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)
2178 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2179 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2180 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2181 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2182 inline void ChannelsMerge() { _Splitter.Merge(this); }
2183 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2184
2185 // Advanced: Primitives allocations
2186 // - We render triangles (three vertices)
2187 // - All primitives needs to be reserved via PrimReserve() beforehand.
2188 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2189 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2190 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2191 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2192 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);
2193 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2194 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2195 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2196
2197 // [Internal helpers]
2198 IMGUI_API void _ResetForNewFrame();
2199 IMGUI_API void _ClearFreeMemory();
2200 IMGUI_API void _PopUnusedDrawCmd();
2201 IMGUI_API void _OnChangedClipRect();
2202 IMGUI_API void _OnChangedTextureID();
2203 IMGUI_API void _OnChangedVtxOffset();
2204};
2205
2206// All draw data to render a Dear ImGui frame
2207// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2208// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2209struct ImDrawData
2210{
2211 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2212 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2213 int CmdListsCount; // Number of ImDrawList* to render
2214 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2215 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2216 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
2217 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
2218 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.
2219
2220 // Functions
2221 ImDrawData() { Valid = false; Clear(); }
2222 ~ImDrawData() { Clear(); }
2223 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
2224 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!
2225 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.
2226};
2227
2228//-----------------------------------------------------------------------------
2229// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2230//-----------------------------------------------------------------------------
2231
2232struct ImFontConfig
2233{
2234 void* FontData; // // TTF/OTF data
2235 int FontDataSize; // // TTF/OTF data size
2236 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2237 int FontNo; // 0 // Index of font within TTF/OTF file
2238 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2239 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2240 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
2241 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.
2242 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2243 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2244 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
2245 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2246 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2247 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.
2248 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
2249 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
2250 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2251
2252 // [Internal]
2253 char Name[40]; // Name (strictly to ease debugging)
2254 ImFont* DstFont;
2255
2256 IMGUI_API ImFontConfig();
2257};
2258
2259// Hold rendering data for one glyph.
2260// (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)
2261struct ImFontGlyph
2262{
2263 unsigned int Codepoint : 31; // 0x0000..0xFFFF
2264 unsigned int Visible : 1; // Flag to allow early out when rendering
2265 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2266 float X0, Y0, X1, Y1; // Glyph corners
2267 float U0, V0, U1, V1; // Texture coordinates
2268};
2269
2270// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2271// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2272struct ImFontGlyphRangesBuilder
2273{
2274 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2275
2276 ImFontGlyphRangesBuilder() { Clear(); }
2277 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); }
2278 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
2279 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
2280 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2281 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2282 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2283 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2284};
2285
2286// See ImFontAtlas::AddCustomRectXXX functions.
2287struct ImFontAtlasCustomRect
2288{
2289 unsigned short Width, Height; // Input // Desired rectangle dimension
2290 unsigned short X, Y; // Output // Packed position in Atlas
2291 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2292 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2293 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2294 ImFont* Font; // Input // For custom font glyphs only: target font
2295 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2296 bool IsPacked() const { return X != 0xFFFF; }
2297};
2298
2299// Flags for ImFontAtlas build
2300enum ImFontAtlasFlags_
2301{
2302 ImFontAtlasFlags_None = 0,
2303 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2304 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2305 ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2306};
2307
2308// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2309// - One or more fonts.
2310// - Custom graphics data needed to render the shapes needed by Dear ImGui.
2311// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2312// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2313// - 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.
2314// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2315// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2316// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2317// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2318// Common pitfalls:
2319// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2320// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2321// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2322// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2323// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2324// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2325struct ImFontAtlas
2326{
2327 IMGUI_API ImFontAtlas();
2328 IMGUI_API ~ImFontAtlas();
2329 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2330 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2331 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2332 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
2333 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
2334 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.
2335 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.
2336 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2337 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2338 IMGUI_API void Clear(); // Clear all input and output.
2339
2340 // Build atlas, retrieve pixel data.
2341 // 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().
2342 // The pitch is always = Width * BytesPerPixels (1 or 4)
2343 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2344 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2345 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2346 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2347 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2348 bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
2349 void SetTexID(ImTextureID id) { TexID = id; }
2350
2351 //-------------------------------------------
2352 // Glyph Ranges
2353 //-------------------------------------------
2354
2355 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2356 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2357 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2358 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2359 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2360 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2361 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2362 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2363 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2364 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2365 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2366
2367 //-------------------------------------------
2368 // [BETA] Custom Rectangles/Glyphs API
2369 //-------------------------------------------
2370
2371 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2372 // After calling Build(), you can query the rectangle position and render your pixels.
2373 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2374 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2375 // Read docs/FONTS.md for more details about using colorful icons.
2376 // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2377 IMGUI_API int AddCustomRectRegular(int width, int height);
2378 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2379 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2380
2381 // [Internal]
2382 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2383 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2384
2385 //-------------------------------------------
2386 // Members
2387 //-------------------------------------------
2388
2389 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2390 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2391 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.
2392 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.
2393 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.
2394
2395 // [Internal]
2396 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2397 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2398 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2399 int TexWidth; // Texture width calculated during Build().
2400 int TexHeight; // Texture height calculated during Build().
2401 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2402 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2403 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.
2404 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2405 ImVector<ImFontConfig> ConfigData; // Configuration data
2406 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2407
2408 // [Internal] Packing data
2409 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2410 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2411
2412#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2413 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2414 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2415#endif
2416};
2417
2418// Font runtime data and rendering
2419// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2420struct ImFont
2421{
2422 // Members: Hot ~20/24 bytes (for CalcTextSize)
2423 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).
2424 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2425 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2426
2427 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2428 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2429 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2430 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2431
2432 // Members: Cold ~32/40 bytes
2433 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2434 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2435 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2436 ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
2437 ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
2438 bool DirtyLookupTables; // 1 // out //
2439 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2440 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2441 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)
2442 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.
2443
2444 // Methods
2445 IMGUI_API ImFont();
2446 IMGUI_API ~ImFont();
2447 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2448 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2449 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2450 bool IsLoaded() const { return ContainerAtlas != NULL; }
2451 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2452
2453 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2454 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2455 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
2456 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2457 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2458 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2459
2460 // [Internal] Don't use!
2461 IMGUI_API void BuildLookupTable();
2462 IMGUI_API void ClearOutputData();
2463 IMGUI_API void GrowIndex(int new_size);
2464 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);
2465 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.
2466 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2467 IMGUI_API void SetFallbackChar(ImWchar c);
2468 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2469};
2470
2471#if defined(__clang__)
2472#pragma clang diagnostic pop
2473#elif defined(__GNUC__)
2474#pragma GCC diagnostic pop
2475#endif
2476
2477// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2478#ifdef IMGUI_INCLUDE_IMGUI_USER_H
2479#include "imgui_user.h"
2480#endif
2481
2482#endif // #ifndef IMGUI_DISABLE
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