source: opengl-game/IMGUI/imgui.h@ e1f88a9

feature/imgui-sdl
Last change on this file since e1f88a9 was 5b3462b, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Implement a basic gui with a stats window and a menubar containing a quit button.

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File size: 172.3 KB
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1// dear imgui, v1.61 WIP
2// (headers)
3
4// See imgui.cpp file for documentation.
5// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
7// Get latest version at https://github.com/ocornut/imgui
8
9#pragma once
10
11#define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
12
13// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename)
14#ifdef IMGUI_USER_CONFIG
15#include IMGUI_USER_CONFIG
16#endif
17#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
18#include "imconfig.h"
19#endif
20
21#include <float.h> // FLT_MAX
22#include <stdarg.h> // va_list
23#include <stddef.h> // ptrdiff_t, NULL
24#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
25
26// Version
27#define IMGUI_VERSION "1.61 WIP"
28#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
29
30// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
31#ifndef IMGUI_API
32#define IMGUI_API
33#endif
34
35// Helpers
36#ifndef IM_ASSERT
37#include <assert.h>
38#define IM_ASSERT(_EXPR) assert(_EXPR)
39#endif
40#if defined(__clang__) || defined(__GNUC__)
41#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
42#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
43#else
44#define IM_FMTARGS(FMT)
45#define IM_FMTLIST(FMT)
46#endif
47#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
48#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
49
50#if defined(__clang__)
51#pragma clang diagnostic push
52#pragma clang diagnostic ignored "-Wold-style-cast"
53#endif
54
55// Forward declarations
56struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
57struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
58struct ImDrawData; // All draw command lists required to render the frame
59struct ImDrawList; // A single draw command list (generally one per window)
60struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
61struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
62struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
63struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
64struct ImFontConfig; // Configuration data when adding a font or merging fonts
65struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
66struct ImGuiIO; // Main configuration and I/O between your application and ImGui
67struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
68struct ImGuiStorage; // Simple custom key value storage
69struct ImGuiStyle; // Runtime data for styling/colors
70struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
71struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
72struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
73struct ImGuiSizeCallbackData; // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use)
74struct ImGuiListClipper; // Helper to manually clip large list of items
75struct ImGuiPayload; // User data payload for drag and drop operations
76struct ImGuiContext; // ImGui context (opaque)
77
78#ifndef ImTextureID
79typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
80#endif
81
82 // Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
83typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
84typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
85typedef unsigned short ImWchar; // Character for keyboard input/display
86typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
87typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
88typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
89typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
90typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
91typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
92typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
93typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
94typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
95typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
96typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_
97typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
98typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
99typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
100typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
101typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
102typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
103typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
104typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
105typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
106typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
107typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
108typedef int(*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
109typedef void(*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
110#if defined(_MSC_VER) && !defined(__clang__)
111typedef unsigned __int64 ImU64; // 64-bit unsigned integer
112#else
113typedef unsigned long long ImU64; // 64-bit unsigned integer
114#endif
115
116struct ImVec2
117{
118 float x, y;
119 ImVec2() { x = y = 0.0f; }
120 ImVec2(float _x, float _y) { x = _x; y = _y; }
121 float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
122#ifdef IM_VEC2_CLASS_EXTRA
123 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.
124#endif
125};
126
127struct ImVec4
128{
129 float x, y, z, w;
130 ImVec4() { x = y = z = w = 0.0f; }
131 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
132#ifdef IM_VEC4_CLASS_EXTRA
133 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.
134#endif
135};
136
137// ImGui end-user API
138// In a namespace so that user can add extra functions in your own separate file (please don't modify imgui.cpp/.h)
139namespace ImGui
140{
141 // Context creation and access
142 // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
143 // All those functions are not reliant on the current context.
144 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
145 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
146 IMGUI_API ImGuiContext* GetCurrentContext();
147 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
148 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);
149
150 // Main
151 IMGUI_API ImGuiIO& GetIO();
152 IMGUI_API ImGuiStyle& GetStyle();
153 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
154 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
155 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
156 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
157
158 // Demo, Debug, Information
159 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
160 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
161 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)
162 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
163 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
164 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
165 IMGUI_API const char* GetVersion(); // get a version string e.g. "1.23"
166
167 // Styles
168 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
169 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
170 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
171
172 // Windows
173 // (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame)
174 // Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window.
175 // However you need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.)
176 // Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false.
177 // Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child.
178 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
179 IMGUI_API void End();
180 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
181 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
182 IMGUI_API void EndChild();
183
184 // Windows Utilities
185 IMGUI_API bool IsWindowAppearing();
186 IMGUI_API bool IsWindowCollapsed();
187 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending on flags. see flags for options.
188 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!
189 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
190 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
191 IMGUI_API ImVec2 GetWindowSize(); // get current window size
192 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
193 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
194 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
195 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
196 IMGUI_API float GetContentRegionAvailWidth(); //
197 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
198 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
199 IMGUI_API float GetWindowContentRegionWidth(); //
200
201 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.
202 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()
203 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
204 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
205 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
206 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
207 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
208 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.
209 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.
210 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
211 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
212 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
213 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
214 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.
215 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
216 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
217
218 // Windows Scrolling
219 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
220 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
221 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
222 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
223 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
224 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
225 IMGUI_API void SetScrollHere(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.
226 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
227
228 // Parameters stacks (shared)
229 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
230 IMGUI_API void PopFont();
231 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
232 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
233 IMGUI_API void PopStyleColor(int count = 1);
234 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
235 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
236 IMGUI_API void PopStyleVar(int count = 1);
237 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.
238 IMGUI_API ImFont* GetFont(); // get current font
239 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
240 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
241 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
242 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
243 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
244
245 // Parameters stacks (current window)
246 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
247 IMGUI_API void PopItemWidth();
248 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
249 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
250 IMGUI_API void PopTextWrapPos();
251 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
252 IMGUI_API void PopAllowKeyboardFocus();
253 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.
254 IMGUI_API void PopButtonRepeat();
255
256 // Cursor / Layout
257 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
258 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
259 IMGUI_API void NewLine(); // undo a SameLine()
260 IMGUI_API void Spacing(); // add vertical spacing
261 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
262 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
263 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
264 IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
265 IMGUI_API void EndGroup();
266 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
267 IMGUI_API float GetCursorPosX(); // "
268 IMGUI_API float GetCursorPosY(); // "
269 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
270 IMGUI_API void SetCursorPosX(float x); // "
271 IMGUI_API void SetCursorPosY(float y); // "
272 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
273 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
274 IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
275 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)
276 IMGUI_API float GetTextLineHeight(); // ~ FontSize
277 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
278 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
279 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
280
281 // ID stack/scopes
282 // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
283 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
284 // You can also use the "##foobar" syntax within widget label to distinguish them from each others.
285 // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
286 // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
287 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
288 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
289 IMGUI_API void PushID(const void* ptr_id);
290 IMGUI_API void PushID(int int_id);
291 IMGUI_API void PopID();
292 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
293 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
294 IMGUI_API ImGuiID GetID(const void* ptr_id);
295
296 // Widgets: Text
297 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.
298 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
299 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
300 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
301 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
302 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
303 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
304 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().
305 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
306 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
307 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
308 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
309 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
310
311 // Widgets: Main
312 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
313 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
314 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
315 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
316 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));
317 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
318 IMGUI_API bool Checkbox(const char* label, bool* v);
319 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
320 IMGUI_API bool RadioButton(const char* label, bool active);
321 IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
322 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));
323 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));
324 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));
325 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));
326 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);
327 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
328
329 // Widgets: Combo Box
330 // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
331 // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
332 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
333 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
334 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
335 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"
336 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);
337
338 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
339 // 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
340 // 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).
341 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
342 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
343 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
344 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
345 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
346 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 = "%.0f"); // If v_min >= v_max we have no bound
347 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 = "%.0f");
348 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 = "%.0f");
349 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 = "%.0f");
350 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 = "%.0f", const char* format_max = NULL);
351
352 // Widgets: Input with Keyboard
353 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
354 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
355 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
356 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
357 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
358 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
359 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
360 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
361 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
362 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
363 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
364
365 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
366 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
367 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
368 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
369 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
370 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
371 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%.0f");
372 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%.0f");
373 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%.0f");
374 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%.0f");
375 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
376 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%.0f");
377
378 // 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.)
379 // 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 the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
380 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
381 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
382 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
383 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
384 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.
385 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.
386
387 // Widgets: Trees
388 IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
389 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // 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().
390 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
391 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
392 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
393 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
394 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
395 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
396 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
397 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
398 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
399 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
400 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
401 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
402 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
403 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
404 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().
405 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
406
407 // Widgets: Selectable / Lists
408 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
409 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.
410 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
411 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);
412 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.
413 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
414 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
415
416 // Widgets: Value() Helpers. 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)
417 IMGUI_API void Value(const char* prefix, bool b);
418 IMGUI_API void Value(const char* prefix, int v);
419 IMGUI_API void Value(const char* prefix, unsigned int v);
420 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
421
422 // Tooltips
423 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
424 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
425 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
426 IMGUI_API void EndTooltip();
427
428 // Menus
429 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
430 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
431 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
432 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
433 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
434 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
435 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
436 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
437
438 // Popups
439 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
440 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
441 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
442 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
443 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
444 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
445 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
446 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened.
447 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
448 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
449
450 // Columns
451 // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
452 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
453 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
454 IMGUI_API int GetColumnIndex(); // get current column index
455 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
456 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
457 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
458 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
459 IMGUI_API int GetColumnsCount();
460
461 // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
462 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
463 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
464 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
465 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
466 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
467 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
468
469 // Drag and Drop
470 // [BETA API] Missing Demo code. API may evolve.
471 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
472 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
473 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
474 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
475 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.
476 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
477
478 // Clipping
479 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
480 IMGUI_API void PopClipRect();
481
482 // Focus, Activation
483 // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged)
484 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item".
485 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.
486
487 // Utilities
488 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.
489 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
490 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
491 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
492 IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
493 IMGUI_API bool IsAnyItemHovered();
494 IMGUI_API bool IsAnyItemActive();
495 IMGUI_API bool IsAnyItemFocused();
496 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space
497 IMGUI_API ImVec2 GetItemRectMax(); // "
498 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
499 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.
500 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
501 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.
502 IMGUI_API float GetTime();
503 IMGUI_API int GetFrameCount();
504 IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
505 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
506 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
507 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)
508 IMGUI_API ImGuiStorage* GetStateStorage();
509 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
510 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.
511
512 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
513 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
514
515 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
516 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
517 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
518 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
519
520 // Inputs
521 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
522 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
523 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
524 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
525 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
526 IMGUI_API bool IsMouseDown(int button); // is mouse button held
527 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
528 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
529 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
530 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
531 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
532 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. disregarding of consideration of focus/window ordering/blocked by a popup.
533 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
534 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
535 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
536 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
537 IMGUI_API void ResetMouseDragDelta(int button = 0); //
538 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
539 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
540 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // 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.
541 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
542
543 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
544 IMGUI_API const char* GetClipboardText();
545 IMGUI_API void SetClipboardText(const char* text);
546
547 // Memory Utilities
548 // All those functions are not reliant on the current context.
549 // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
550 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);
551 IMGUI_API void* MemAlloc(size_t size);
552 IMGUI_API void MemFree(void* ptr);
553
554} // namespace ImGui
555
556 // Flags for ImGui::Begin()
557enum ImGuiWindowFlags_
558{
559 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
560 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
561 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
562 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
563 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.
564 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
565 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
566 //ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
567 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
568 ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
569 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
570 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.
571 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
572 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
573 ImGuiWindowFlags_AlwaysVerticalScrollbar = 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
574 ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
575 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
576 ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
577 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
578 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
579 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
580
581 // [Internal]
582 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!)
583 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
584 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
585 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
586 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
587 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
588};
589
590// Flags for ImGui::InputText()
591enum ImGuiInputTextFlags_
592{
593 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
594 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
595 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
596 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
597 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
598 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
599 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
600 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
601 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
602 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
603 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
604 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).
605 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
606 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
607 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
608 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
609 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().
610 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
611 // [Internal]
612 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
613};
614
615// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
616enum ImGuiTreeNodeFlags_
617{
618 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
619 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
620 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
621 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
622 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
623 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
624 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
625 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.
626 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
627 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
628 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().
629 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
630 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
631 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
632 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
633
634 // Obsolete names (will be removed)
635#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
636 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
637#endif
638};
639
640// Flags for ImGui::Selectable()
641enum ImGuiSelectableFlags_
642{
643 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
644 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
645 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
646};
647
648// Flags for ImGui::BeginCombo()
649enum ImGuiComboFlags_
650{
651 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
652 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()
653 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
654 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
655 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
656 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
657 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
658 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
659};
660
661// Flags for ImGui::IsWindowFocused()
662enum ImGuiFocusedFlags_
663{
664 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
665 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
666 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused
667 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
668};
669
670// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
671// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
672enum ImGuiHoveredFlags_
673{
674 ImGuiHoveredFlags_Default = 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.
675 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
676 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
677 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
678 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
679 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
680 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
681 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
682 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
683 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
684};
685
686// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
687enum ImGuiDragDropFlags_
688{
689 // BeginDragDropSource() flags
690 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.
691 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
692 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.
693 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.
694 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
695 // AcceptDragDropPayload() flags
696 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.
697 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
698 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
699};
700
701// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
702#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
703#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
704
705// A cardinal direction
706enum ImGuiDir_
707{
708 ImGuiDir_None = -1,
709 ImGuiDir_Left = 0,
710 ImGuiDir_Right = 1,
711 ImGuiDir_Up = 2,
712 ImGuiDir_Down = 3,
713 ImGuiDir_COUNT
714};
715
716// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
717enum ImGuiKey_
718{
719 ImGuiKey_Tab,
720 ImGuiKey_LeftArrow,
721 ImGuiKey_RightArrow,
722 ImGuiKey_UpArrow,
723 ImGuiKey_DownArrow,
724 ImGuiKey_PageUp,
725 ImGuiKey_PageDown,
726 ImGuiKey_Home,
727 ImGuiKey_End,
728 ImGuiKey_Insert,
729 ImGuiKey_Delete,
730 ImGuiKey_Backspace,
731 ImGuiKey_Space,
732 ImGuiKey_Enter,
733 ImGuiKey_Escape,
734 ImGuiKey_A, // for text edit CTRL+A: select all
735 ImGuiKey_C, // for text edit CTRL+C: copy
736 ImGuiKey_V, // for text edit CTRL+V: paste
737 ImGuiKey_X, // for text edit CTRL+X: cut
738 ImGuiKey_Y, // for text edit CTRL+Y: redo
739 ImGuiKey_Z, // for text edit CTRL+Z: undo
740 ImGuiKey_COUNT
741};
742
743// [BETA] Gamepad/Keyboard directional navigation
744// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
745// 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().
746// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
747enum ImGuiNavInput_
748{
749 // Gamepad Mapping
750 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
751 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
752 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
753 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
754 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
755 ImGuiNavInput_DpadRight, //
756 ImGuiNavInput_DpadUp, //
757 ImGuiNavInput_DpadDown, //
758 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
759 ImGuiNavInput_LStickRight, //
760 ImGuiNavInput_LStickUp, //
761 ImGuiNavInput_LStickDown, //
762 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
763 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
764 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
765 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
766
767 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
768 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
769 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
770 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
771 ImGuiNavInput_KeyRight_, // move right
772 ImGuiNavInput_KeyUp_, // move up
773 ImGuiNavInput_KeyDown_, // move down
774 ImGuiNavInput_COUNT,
775 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
776};
777
778// Configuration flags stored in io.ConfigFlags. Set by user/application.
779enum ImGuiConfigFlags_
780{
781 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
782 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.
783 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.
784 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
785 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
786 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
787
788 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
789 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
790 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
791};
792
793// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
794enum ImGuiBackendFlags_
795{
796 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports and has a connected gamepad.
797 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports reading GetMouseCursor() to change the OS cursor shape.
798 ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
799};
800
801// Enumeration for PushStyleColor() / PopStyleColor()
802enum ImGuiCol_
803{
804 ImGuiCol_Text,
805 ImGuiCol_TextDisabled,
806 ImGuiCol_WindowBg, // Background of normal windows
807 ImGuiCol_ChildBg, // Background of child windows
808 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
809 ImGuiCol_Border,
810 ImGuiCol_BorderShadow,
811 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
812 ImGuiCol_FrameBgHovered,
813 ImGuiCol_FrameBgActive,
814 ImGuiCol_TitleBg,
815 ImGuiCol_TitleBgActive,
816 ImGuiCol_TitleBgCollapsed,
817 ImGuiCol_MenuBarBg,
818 ImGuiCol_ScrollbarBg,
819 ImGuiCol_ScrollbarGrab,
820 ImGuiCol_ScrollbarGrabHovered,
821 ImGuiCol_ScrollbarGrabActive,
822 ImGuiCol_CheckMark,
823 ImGuiCol_SliderGrab,
824 ImGuiCol_SliderGrabActive,
825 ImGuiCol_Button,
826 ImGuiCol_ButtonHovered,
827 ImGuiCol_ButtonActive,
828 ImGuiCol_Header,
829 ImGuiCol_HeaderHovered,
830 ImGuiCol_HeaderActive,
831 ImGuiCol_Separator,
832 ImGuiCol_SeparatorHovered,
833 ImGuiCol_SeparatorActive,
834 ImGuiCol_ResizeGrip,
835 ImGuiCol_ResizeGripHovered,
836 ImGuiCol_ResizeGripActive,
837 ImGuiCol_PlotLines,
838 ImGuiCol_PlotLinesHovered,
839 ImGuiCol_PlotHistogram,
840 ImGuiCol_PlotHistogramHovered,
841 ImGuiCol_TextSelectedBg,
842 ImGuiCol_ModalWindowDarkening, // Darken/colorize entire screen behind a modal window, when one is active
843 ImGuiCol_DragDropTarget,
844 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
845 ImGuiCol_NavWindowingHighlight, // Gamepad/keyboard: when holding NavMenu to focus/move/resize windows
846 ImGuiCol_COUNT
847
848 // Obsolete names (will be removed)
849#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
850 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
851 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
852 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
853#endif
854};
855
856// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
857// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
858// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
859enum ImGuiStyleVar_
860{
861 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
862 ImGuiStyleVar_Alpha, // float Alpha
863 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
864 ImGuiStyleVar_WindowRounding, // float WindowRounding
865 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
866 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
867 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
868 ImGuiStyleVar_ChildRounding, // float ChildRounding
869 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
870 ImGuiStyleVar_PopupRounding, // float PopupRounding
871 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
872 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
873 ImGuiStyleVar_FrameRounding, // float FrameRounding
874 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
875 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
876 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
877 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
878 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
879 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
880 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
881 ImGuiStyleVar_GrabRounding, // float GrabRounding
882 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
883 ImGuiStyleVar_COUNT
884
885 // Obsolete names (will be removed)
886#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
887 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
888#endif
889};
890
891// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
892enum ImGuiColorEditFlags_
893{
894 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
895 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
896 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
897 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
898 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
899 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
900 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
901 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
902
903 // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
904 ImGuiColorEditFlags_AlphaBar = 1 << 9, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
905 ImGuiColorEditFlags_AlphaPreview = 1 << 10, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
906 ImGuiColorEditFlags_AlphaPreviewHalf = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
907 ImGuiColorEditFlags_HDR = 1 << 12, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
908 ImGuiColorEditFlags_RGB = 1 << 13, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
909 ImGuiColorEditFlags_HSV = 1 << 14, // [Inputs] // "
910 ImGuiColorEditFlags_HEX = 1 << 15, // [Inputs] // "
911 ImGuiColorEditFlags_Uint8 = 1 << 16, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
912 ImGuiColorEditFlags_Float = 1 << 17, // [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.
913 ImGuiColorEditFlags_PickerHueBar = 1 << 18, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
914 ImGuiColorEditFlags_PickerHueWheel = 1 << 19, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
915
916 // [Internal] Masks
917 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV | ImGuiColorEditFlags_HEX,
918 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
919 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
920 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
921};
922
923// Enumeration for GetMouseCursor()
924// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
925enum ImGuiMouseCursor_
926{
927 ImGuiMouseCursor_None = -1,
928 ImGuiMouseCursor_Arrow = 0,
929 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
930 ImGuiMouseCursor_ResizeAll, // Unused by imgui functions
931 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
932 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
933 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
934 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
935 ImGuiMouseCursor_COUNT
936
937 // Obsolete names (will be removed)
938#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
939 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
940#endif
941};
942
943// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
944// 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.
945enum ImGuiCond_
946{
947 ImGuiCond_Always = 1 << 0, // Set the variable
948 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
949 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
950 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
951
952 // Obsolete names (will be removed)
953#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
954 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
955#endif
956};
957
958// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
959// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
960struct ImGuiStyle
961{
962 float Alpha; // Global alpha applies to everything in ImGui.
963 ImVec2 WindowPadding; // Padding within a window.
964 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
965 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).
966 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
967 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
968 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
969 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).
970 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
971 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).
972 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
973 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
974 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).
975 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
976 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
977 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!
978 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
979 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
980 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
981 float ScrollbarRounding; // Radius of grab corners for scrollbar.
982 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
983 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
984 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
985 ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
986 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!
987 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
988 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
989 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
990 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.
991 ImVec4 Colors[ImGuiCol_COUNT];
992
993 IMGUI_API ImGuiStyle();
994 IMGUI_API void ScaleAllSizes(float scale_factor);
995};
996
997// This is where your app communicate with ImGui. Access via ImGui::GetIO().
998// Read 'Programmer guide' section in .cpp file for general usage.
999struct ImGuiIO
1000{
1001 //------------------------------------------------------------------
1002 // Settings (fill once) // Default value:
1003 //------------------------------------------------------------------
1004
1005 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1006 ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end.
1007 ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
1008 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1009 float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
1010 const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
1011 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1012 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1013 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1014 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1015 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1016 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1017 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1018 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1019
1020 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
1021 float FontGlobalScale; // = 1.0f // Global scale all fonts
1022 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1023 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1024 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
1025 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
1026 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
1027
1028 // Advanced/subtle behaviors
1029 bool OptMacOSXBehaviors; // = 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
1030 bool OptCursorBlink; // = true // Enable blinking cursor, for users who consider it annoying.
1031
1032 //------------------------------------------------------------------
1033 // Settings (User Functions)
1034 //------------------------------------------------------------------
1035
1036 // Optional: access OS clipboard
1037 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1038 const char* (*GetClipboardTextFn)(void* user_data);
1039 void(*SetClipboardTextFn)(void* user_data, const char* text);
1040 void* ClipboardUserData;
1041
1042 // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
1043 // (default to use native imm32 api on Windows)
1044 void(*ImeSetInputScreenPosFn)(int x, int y);
1045 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1046
1047#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1048 // [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render().
1049 // See example applications if you are unsure of how to implement this.
1050 void(*RenderDrawListsFn)(ImDrawData* data);
1051#endif
1052
1053 //------------------------------------------------------------------
1054 // Input - Fill before calling NewFrame()
1055 //------------------------------------------------------------------
1056
1057 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1058 bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1059 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1060 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1061 bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
1062 bool KeyCtrl; // Keyboard modifier pressed: Control
1063 bool KeyShift; // Keyboard modifier pressed: Shift
1064 bool KeyAlt; // Keyboard modifier pressed: Alt
1065 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1066 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).
1067 ImWchar InputCharacters[16 + 1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
1068 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
1069
1070 // Functions
1071 IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
1072 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
1073 inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
1074
1075 //------------------------------------------------------------------
1076 // Output - Retrieve after calling NewFrame()
1077 //------------------------------------------------------------------
1078
1079 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1080 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1081 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1082 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1083 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1084 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1085 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1086 int MetricsRenderVertices; // Vertices output during last call to Render()
1087 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1088 int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
1089 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.
1090
1091 //------------------------------------------------------------------
1092 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1093 //------------------------------------------------------------------
1094
1095 ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
1096 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1097 float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1098 bool MouseClicked[5]; // Mouse button went from !Down to Down
1099 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1100 bool MouseReleased[5]; // Mouse button went from Down to !Down
1101 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1102 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1103 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1104 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1105 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1106 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1107 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1108 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1109 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1110
1111 IMGUI_API ImGuiIO();
1112};
1113
1114//-----------------------------------------------------------------------------
1115// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1116//-----------------------------------------------------------------------------
1117
1118#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1119namespace ImGui
1120{
1121 // OBSOLETED in 1.61 (from Apr 2018)
1122 bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1123 bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1124 bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1125 bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1126 // OBSOLETED in 1.60 (from Dec 2017)
1127 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
1128 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1129 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
1130 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1131 static inline void ShowTestWindow() { return ShowDemoWindow(); }
1132 static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
1133 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
1134 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1135 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1136 // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1137 bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
1138 static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
1139 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1140 static inline void SetNextWindowPosCenter(ImGuiCond c = 0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1141 // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
1142 static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
1143 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
1144 static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1145 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1146 // OBSOLETED IN 1.49 (between Apr 2016 and May 2016)
1147 static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); }
1148}
1149#endif
1150
1151//-----------------------------------------------------------------------------
1152// Helpers
1153//-----------------------------------------------------------------------------
1154
1155// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
1156// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do not use this class as a straight std::vector replacement in your code!
1157template<typename T>
1158class ImVector
1159{
1160public:
1161 int Size;
1162 int Capacity;
1163 T* Data;
1164
1165 typedef T value_type;
1166 typedef value_type* iterator;
1167 typedef const value_type* const_iterator;
1168
1169 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1170 inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1171 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1172 inline ImVector& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
1173
1174 inline bool empty() const { return Size == 0; }
1175 inline int size() const { return Size; }
1176 inline int capacity() const { return Capacity; }
1177 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1178 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1179
1180 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
1181 inline iterator begin() { return Data; }
1182 inline const_iterator begin() const { return Data; }
1183 inline iterator end() { return Data + Size; }
1184 inline const_iterator end() const { return Data + Size; }
1185 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
1186 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1187 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1188 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1189 inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1190
1191 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1192 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1193 inline void resize(int new_size, const value_type& 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; }
1194 inline void reserve(int new_capacity)
1195 {
1196 if (new_capacity <= Capacity)
1197 return;
1198 value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
1199 if (Data)
1200 memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
1201 ImGui::MemFree(Data);
1202 Data = new_data;
1203 Capacity = new_capacity;
1204 }
1205
1206 // NB: &v cannot be pointing inside the ImVector Data itself! e.g. v.push_back(v[10]) is forbidden.
1207 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1208 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1209 inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1210 inline iterator erase(const_iterator 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(value_type)); Size--; return Data + off; }
1211 inline iterator insert(const_iterator it, const value_type& 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(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
1212 inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
1213};
1214
1215// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1216// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1217// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1218struct ImNewDummy {};
1219inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1220inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1221#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1222#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1223template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1224
1225// 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.
1226// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1227struct ImGuiOnceUponAFrame
1228{
1229 ImGuiOnceUponAFrame() { RefFrame = -1; }
1230 mutable int RefFrame;
1231 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1232};
1233
1234// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1235#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
1236#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
1237#endif
1238
1239// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1240struct ImGuiTextFilter
1241{
1242 struct TextRange
1243 {
1244 const char* b;
1245 const char* e;
1246
1247 TextRange() { b = e = NULL; }
1248 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1249 const char* begin() const { return b; }
1250 const char* end() const { return e; }
1251 bool empty() const { return b == e; }
1252 char front() const { return *b; }
1253 static bool is_blank(char c) { return c == ' ' || c == '\t'; }
1254 void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e - 1))) e--; }
1255 IMGUI_API void split(char separator, ImVector<TextRange>& out);
1256 };
1257
1258 char InputBuf[256];
1259 ImVector<TextRange> Filters;
1260 int CountGrep;
1261
1262 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1263 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1264 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1265 IMGUI_API void Build();
1266 void Clear() { InputBuf[0] = 0; Build(); }
1267 bool IsActive() const { return !Filters.empty(); }
1268};
1269
1270// Helper: Text buffer for logging/accumulating text
1271struct ImGuiTextBuffer
1272{
1273 ImVector<char> Buf;
1274
1275 ImGuiTextBuffer() { Buf.push_back(0); }
1276 inline char operator[](int i) { return Buf.Data[i]; }
1277 const char* begin() const { return &Buf.front(); }
1278 const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
1279 int size() const { return Buf.Size - 1; }
1280 bool empty() { return Buf.Size <= 1; }
1281 void clear() { Buf.clear(); Buf.push_back(0); }
1282 void reserve(int capacity) { Buf.reserve(capacity); }
1283 const char* c_str() const { return Buf.Data; }
1284 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1285 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1286};
1287
1288// Helper: Simple Key->value storage
1289// Typically you don't have to worry about this since a storage is held within each Window.
1290// We use it to e.g. store collapse state for a tree (Int 0/1)
1291// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1292// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1293// - 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).
1294// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1295// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1296struct ImGuiStorage
1297{
1298 struct Pair
1299 {
1300 ImGuiID key;
1301 union { int val_i; float val_f; void* val_p; };
1302 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1303 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1304 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1305 };
1306 ImVector<Pair> Data;
1307
1308 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1309 // - Set***() functions find pair, insertion on demand if missing.
1310 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1311 void Clear() { Data.clear(); }
1312 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1313 IMGUI_API void SetInt(ImGuiID key, int val);
1314 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1315 IMGUI_API void SetBool(ImGuiID key, bool val);
1316 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1317 IMGUI_API void SetFloat(ImGuiID key, float val);
1318 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1319 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1320
1321 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1322 // - 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.
1323 // - 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)
1324 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1325 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1326 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1327 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1328 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1329
1330 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1331 IMGUI_API void SetAllInt(int val);
1332
1333 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1334 IMGUI_API void BuildSortByKey();
1335};
1336
1337// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
1338struct ImGuiTextEditCallbackData
1339{
1340 ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
1341 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1342 void* UserData; // What user passed to InputText() // Read-only
1343 bool ReadOnly; // Read-only mode // Read-only
1344
1345 // CharFilter event:
1346 ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
1347
1348 // Completion,History,Always events:
1349 // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
1350 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
1351 char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
1352 int BufTextLen; // Current text length in bytes // Read-write
1353 int BufSize; // Maximum text length in bytes // Read-only
1354 bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
1355 int CursorPos; // // Read-write
1356 int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
1357 int SelectionEnd; // // Read-write
1358
1359 // NB: Helper functions for text manipulation. Calling those function loses selection.
1360 IMGUI_API void DeleteChars(int pos, int bytes_count);
1361 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1362 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1363};
1364
1365// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1366// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1367struct ImGuiSizeCallbackData
1368{
1369 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1370 ImVec2 Pos; // Read-only. Window position, for reference.
1371 ImVec2 CurrentSize; // Read-only. Current window size.
1372 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1373};
1374
1375// Data payload for Drag and Drop operations
1376struct ImGuiPayload
1377{
1378 // Members
1379 void* Data; // Data (copied and owned by dear imgui)
1380 int DataSize; // Data size
1381
1382 // [Internal]
1383 ImGuiID SourceId; // Source item id
1384 ImGuiID SourceParentId; // Source parent id (if available)
1385 int DataFrameCount; // Data timestamp
1386 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
1387 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1388 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1389
1390 ImGuiPayload() { Clear(); }
1391 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1392 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1393 bool IsPreview() const { return Preview; }
1394 bool IsDelivery() const { return Delivery; }
1395};
1396
1397// Helpers macros to generate 32-bits encoded colors
1398#ifdef IMGUI_USE_BGRA_PACKED_COLOR
1399#define IM_COL32_R_SHIFT 16
1400#define IM_COL32_G_SHIFT 8
1401#define IM_COL32_B_SHIFT 0
1402#define IM_COL32_A_SHIFT 24
1403#define IM_COL32_A_MASK 0xFF000000
1404#else
1405#define IM_COL32_R_SHIFT 0
1406#define IM_COL32_G_SHIFT 8
1407#define IM_COL32_B_SHIFT 16
1408#define IM_COL32_A_SHIFT 24
1409#define IM_COL32_A_MASK 0xFF000000
1410#endif
1411#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))
1412#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1413#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1414#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1415
1416// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1417// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1418// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1419// **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.
1420struct ImColor
1421{
1422 ImVec4 Value;
1423
1424 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1425 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; }
1426 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; }
1427 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1428 ImColor(const ImVec4& col) { Value = col; }
1429 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1430 inline operator ImVec4() const { return Value; }
1431
1432 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1433 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; }
1434 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); }
1435};
1436
1437// Helper: Manually clip large list of items.
1438// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1439// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1440// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1441// Usage:
1442// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1443// while (clipper.Step())
1444// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1445// ImGui::Text("line number %d", i);
1446// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1447// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1448// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1449// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1450struct ImGuiListClipper
1451{
1452 float StartPosY;
1453 float ItemsHeight;
1454 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1455
1456 // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1457 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1458 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1459 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
1460 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1461
1462 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1463 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.
1464 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1465};
1466
1467//-----------------------------------------------------------------------------
1468// Draw List
1469// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1470//-----------------------------------------------------------------------------
1471
1472// Draw callbacks for advanced uses.
1473// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
1474// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
1475// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
1476typedef void(*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1477
1478// Typically, 1 command = 1 GPU draw call (unless command is a callback)
1479struct ImDrawCmd
1480{
1481 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1482 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
1483 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1484 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1485 void* UserCallbackData; // The draw callback code can access this.
1486
1487 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
1488};
1489
1490// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
1491#ifndef ImDrawIdx
1492typedef unsigned short ImDrawIdx;
1493#endif
1494
1495// Vertex layout
1496#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1497struct ImDrawVert
1498{
1499 ImVec2 pos;
1500 ImVec2 uv;
1501 ImU32 col;
1502};
1503#else
1504// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1505// 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.
1506// The type has to be described within the macro (you can either declare the struct or use a typedef)
1507// 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.
1508IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1509#endif
1510
1511// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1512// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1513struct ImDrawChannel
1514{
1515 ImVector<ImDrawCmd> CmdBuffer;
1516 ImVector<ImDrawIdx> IdxBuffer;
1517};
1518
1519enum ImDrawCornerFlags_
1520{
1521 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1522 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1523 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1524 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1525 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1526 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1527 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1528 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1529 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1530};
1531
1532enum ImDrawListFlags_
1533{
1534 ImDrawListFlags_AntiAliasedLines = 1 << 0,
1535 ImDrawListFlags_AntiAliasedFill = 1 << 1
1536};
1537
1538// Draw command list
1539// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1540// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1541// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1542// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however 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)
1543// 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.
1544struct ImDrawList
1545{
1546 // This is what you have to render
1547 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1548 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1549 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1550 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1551
1552 // [Internal, used while building lists]
1553 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1554 const char* _OwnerName; // Pointer to owner window's name for debugging
1555 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1556 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1557 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1558 ImVector<ImVec4> _ClipRectStack; // [Internal]
1559 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1560 ImVector<ImVec2> _Path; // [Internal] current path building
1561 int _ChannelsCurrent; // [Internal] current channel number (0)
1562 int _ChannelsCount; // [Internal] number of active channels (1+)
1563 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1564
1565 // 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)
1566 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1567 ~ImDrawList() { ClearFreeMemory(); }
1568 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)
1569 IMGUI_API void PushClipRectFullScreen();
1570 IMGUI_API void PopClipRect();
1571 IMGUI_API void PushTextureID(ImTextureID texture_id);
1572 IMGUI_API void PopTextureID();
1573 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1574 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1575
1576 // Primitives
1577 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1578 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1579 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1580 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1581 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1582 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1583 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1584 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1585 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1586 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1587 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1588 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);
1589 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0, 0), const ImVec2& uv_b = ImVec2(1, 1), ImU32 col = 0xFFFFFFFF);
1590 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0, 0), const ImVec2& uv_b = ImVec2(1, 0), const ImVec2& uv_c = ImVec2(1, 1), const ImVec2& uv_d = ImVec2(0, 1), ImU32 col = 0xFFFFFFFF);
1591 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1592 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1593 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
1594 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1595
1596 // Stateful path API, add points then finish with PathFill() or PathStroke()
1597 inline void PathClear() { _Path.resize(0); }
1598 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1599 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
1600 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); }
1601 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
1602 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1603 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1604 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1605 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1606
1607 // Channels
1608 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1609 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1610 IMGUI_API void ChannelsSplit(int channels_count);
1611 IMGUI_API void ChannelsMerge();
1612 IMGUI_API void ChannelsSetCurrent(int channel_index);
1613
1614 // Advanced
1615 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.
1616 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
1617 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1618
1619 // Internal helpers
1620 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1621 IMGUI_API void Clear();
1622 IMGUI_API void ClearFreeMemory();
1623 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1624 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1625 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1626 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);
1627 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1628 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1629 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1630 IMGUI_API void UpdateClipRect();
1631 IMGUI_API void UpdateTextureID();
1632};
1633
1634// All draw data to render an ImGui frame
1635// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1636struct ImDrawData
1637{
1638 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1639 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1640 int CmdListsCount; // Number of ImDrawList* to render
1641 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1642 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1643
1644 // Functions
1645 ImDrawData() { Valid = false; Clear(); }
1646 ~ImDrawData() { Clear(); }
1647 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // The ImDrawList are owned by ImGuiContext!
1648 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!
1649 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1650};
1651
1652struct ImFontConfig
1653{
1654 void* FontData; // // TTF/OTF data
1655 int FontDataSize; // // TTF/OTF data size
1656 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1657 int FontNo; // 0 // Index of font within TTF/OTF file
1658 float SizePixels; // // Size in pixels for rasterizer.
1659 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1660 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1661 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.
1662 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1663 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1664 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.
1665 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.
1666 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1667 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.
1668
1669 // [Internal]
1670 char Name[40]; // Name (strictly to ease debugging)
1671 ImFont* DstFont;
1672
1673 IMGUI_API ImFontConfig();
1674};
1675
1676struct ImFontGlyph
1677{
1678 ImWchar Codepoint; // 0x0000..0xFFFF
1679 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1680 float X0, Y0, X1, Y1; // Glyph corners
1681 float U0, V0, U1, V1; // Texture coordinates
1682};
1683
1684enum ImFontAtlasFlags_
1685{
1686 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1687 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1688};
1689
1690// Load and rasterize multiple TTF/OTF fonts into a same texture.
1691// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
1692// We also add custom graphic data into the texture that serves for ImGui.
1693// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
1694// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1695// 3. Upload the pixels data into a texture within your graphics system.
1696// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
1697// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1698struct ImFontAtlas
1699{
1700 IMGUI_API ImFontAtlas();
1701 IMGUI_API ~ImFontAtlas();
1702 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1703 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1704 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1705 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 Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
1706 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.
1707 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.
1708 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.
1709 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1710 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1711 IMGUI_API void Clear(); // Clear all input and output.
1712
1713 // Build atlas, retrieve pixel data.
1714 // 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().
1715 // RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
1716 // Pitch = Width * BytesPerPixels
1717 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1718 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1719 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1720 void SetTexID(ImTextureID id) { TexID = id; }
1721
1722 //-------------------------------------------
1723 // Glyph Ranges
1724 //-------------------------------------------
1725
1726 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
1727 // 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.
1728 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
1729 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
1730 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
1731 IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Default + Japanese + full set of about 21000 CJK Unified Ideographs
1732 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
1733 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
1734
1735 // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
1736 struct GlyphRangesBuilder
1737 {
1738 ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1739 GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
1740 bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
1741 void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
1742 void AddChar(ImWchar c) { SetBit(c); } // Add character
1743 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1744 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
1745 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1746 };
1747
1748 //-------------------------------------------
1749 // Custom Rectangles/Glyphs API
1750 //-------------------------------------------
1751
1752 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
1753 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
1754 struct CustomRect
1755 {
1756 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
1757 unsigned short Width, Height; // Input // Desired rectangle dimension
1758 unsigned short X, Y; // Output // Packed position in Atlas
1759 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
1760 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
1761 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
1762 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
1763 bool IsPacked() const { return X != 0xFFFF; }
1764 };
1765
1766 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
1767 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
1768 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
1769
1770 // [Internal]
1771 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
1772 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
1773
1774 //-------------------------------------------
1775 // Members
1776 //-------------------------------------------
1777
1778 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
1779 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.
1780 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.
1781 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
1782
1783 // [Internal]
1784 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
1785 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
1786 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
1787 int TexWidth; // Texture width calculated during Build().
1788 int TexHeight; // Texture height calculated during Build().
1789 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
1790 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
1791 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.
1792 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
1793 ImVector<ImFontConfig> ConfigData; // Internal data
1794 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
1795};
1796
1797// Font runtime data and rendering
1798// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
1799struct ImFont
1800{
1801 // Members: Hot ~62/78 bytes
1802 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
1803 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
1804 ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
1805 ImVector<ImFontGlyph> Glyphs; // // All glyphs.
1806 ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
1807 ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
1808 const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
1809 float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
1810 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
1811
1812 // Members: Cold ~18/26 bytes
1813 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
1814 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
1815 ImFontAtlas* ContainerAtlas; // // What we has been loaded into
1816 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
1817 bool DirtyLookupTables;
1818 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
1819
1820 // Methods
1821 IMGUI_API ImFont();
1822 IMGUI_API ~ImFont();
1823 IMGUI_API void ClearOutputData();
1824 IMGUI_API void BuildLookupTable();
1825 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
1826 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
1827 IMGUI_API void SetFallbackChar(ImWchar c);
1828 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
1829 bool IsLoaded() const { return ContainerAtlas != NULL; }
1830 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
1831
1832 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
1833 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
1834 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
1835 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
1836 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
1837 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;
1838
1839 // [Internal]
1840 IMGUI_API void GrowIndex(int new_size);
1841 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
1842 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.
1843
1844#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1845 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
1846#endif
1847};
1848
1849#if defined(__clang__)
1850#pragma clang diagnostic pop
1851#endif
1852
1853// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
1854#ifdef IMGUI_INCLUDE_IMGUI_USER_H
1855#include "imgui_user.h"
1856#endif
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