// dear imgui, v1.68 WIP1// (headers)23// See imgui.cpp file for documentation.4// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.5// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.6// Get latest version at https://github.com/ocornut/imgui78/*910Index of this file:11// Header mess12// Forward declarations and basic types13// ImGui API (Dear ImGui end-user API)14// Flags & Enumerations15// ImVector<>16// ImGuiStyle17// ImGuiIO18// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)19// Obsolete functions20// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)21// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)22// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)2324*/2526#pragma once2728// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)29#ifdef IMGUI_USER_CONFIG30#include IMGUI_USER_CONFIG31#endif32#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)33#include "imconfig.h"34#endif3536//-----------------------------------------------------------------------------37// Header mess38//-----------------------------------------------------------------------------3940#include <float.h> // FLT_MAX41#include <stdarg.h> // va_list42#include <stddef.h> // ptrdiff_t, NULL43#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp4445// Version46// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)47#define IMGUI_VERSION "1.68 WIP"48#define IMGUI_VERSION_NUM 1680049#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))5051// Define attributes of all API symbols declarations (e.g. for DLL under Windows)52// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)53#ifndef IMGUI_API54#define IMGUI_API55#endif56#ifndef IMGUI_IMPL_API57#define IMGUI_IMPL_API IMGUI_API58#endif5960// Helper Macros61#ifndef IM_ASSERT62#include <assert.h>63#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h64#endif65#if defined(__clang__) || defined(__GNUC__)66#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.67#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))68#else69#define IM_FMTARGS(FMT)70#define IM_FMTLIST(FMT)71#endif72#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!73#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.74#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.7576// Warnings77#if defined(__clang__)78#pragma clang diagnostic push79#pragma clang diagnostic ignored "-Wold-style-cast"80#if __has_warning("-Wzero-as-null-pointer-constant")81#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"82#endif83#elif defined(__GNUC__) && __GNUC__ >= 884#pragma GCC diagnostic push85#pragma GCC diagnostic ignored "-Wclass-memaccess"86#endif8788//-----------------------------------------------------------------------------89// Forward declarations and basic types90//-----------------------------------------------------------------------------9192struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()93struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)94struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.95struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)96struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)97struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)98struct ImFont; // Runtime data for a single font within a parent ImFontAtlas99struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader100struct ImFontConfig; // Configuration data when adding a font or merging fonts101struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)102struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data103struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)104struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)105struct ImGuiIO; // Main configuration and I/O between your application and ImGui106struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)107struct ImGuiListClipper; // Helper to manually clip large list of items108struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro109struct ImGuiPayload; // User data payload for drag and drop operations110struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)111struct ImGuiStorage; // Helper for key->value storage112struct ImGuiStyle; // Runtime data for styling/colors113struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)114struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")115116// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)117// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.118#ifndef ImTextureID119typedef 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)120#endif121typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)122typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.123typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling124typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()125typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type126typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction127typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)128typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation129typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier130typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling131typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.132typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList133typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas134typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags135typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()136typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()137typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags138typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()139typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()140typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()141typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.142typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()143typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()144typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()145typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()146typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()147typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()148typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);149typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);150151// Scalar data types152typedef signed int ImS32; // 32-bit signed integer == int153typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)154#if defined(_MSC_VER) && !defined(__clang__)155typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)156typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)157#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)158#include <stdint.h>159typedef int64_t ImS64; // 64-bit signed integer (pre C++11)160typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)161#else162typedef signed long long ImS64; // 64-bit signed integer (post C++11)163typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)164#endif165166// 2D vector (often used to store positions, sizes, etc.)167struct ImVec2168{169float x, y;170ImVec2() { x = y = 0.0f; }171ImVec2(float _x, float _y) { x = _x; y = _y; }172float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.173float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.174#ifdef IM_VEC2_CLASS_EXTRA175IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.176#endif177};178179// 4D vector (often used to store floating-point colors)180struct ImVec4181{182float x, y, z, w;183ImVec4() { x = y = z = w = 0.0f; }184ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }185#ifdef IM_VEC4_CLASS_EXTRA186IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.187#endif188};189190//-----------------------------------------------------------------------------191// ImGui: Dear ImGui end-user API192// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)193//-----------------------------------------------------------------------------194195namespace ImGui196{197// Context creation and access198// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.199// All those functions are not reliant on the current context.200IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);201IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context202IMGUI_API ImGuiContext* GetCurrentContext();203IMGUI_API void SetCurrentContext(ImGuiContext* ctx);204IMGUI_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);205206// Main207IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)208IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.209IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().210IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) 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 and not call NewFrame() at all!211IMGUI_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.)212IMGUI_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.)213214// Demo, Debug, Information215IMGUI_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!216IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.217IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.218IMGUI_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)219IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.220IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.221IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).222IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"223224// Styles225IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)226IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style227IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font228229// Windows230// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.231// - You may append multiple times to the same window during the same frame.232// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,233// which clicking will set the boolean to false when clicked.234// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting235// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!236// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.237// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]238// - Note that the bottom of window stack always contains a window called "Debug".239IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);240IMGUI_API void End();241242// Child Windows243// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.244// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).245// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.246// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]247IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);248IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);249IMGUI_API void EndChild();250251// Windows Utilities252// - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.253IMGUI_API bool IsWindowAppearing();254IMGUI_API bool IsWindowCollapsed();255IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.256IMGUI_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!257IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives258259IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)260IMGUI_API ImVec2 GetWindowSize(); // get current window size261IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)262IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)263IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates264IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()265IMGUI_API float GetContentRegionAvailWidth(); //266IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates267IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates268IMGUI_API float GetWindowContentRegionWidth(); //269270IMGUI_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.271IMGUI_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()272IMGUI_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.273IMGUI_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()274IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()275IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()276IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.277IMGUI_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.278IMGUI_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.279IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().280IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().281IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows282IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.283IMGUI_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.284IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state285IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.286287// Windows Scrolling288IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]289IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]290IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X291IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y292IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]293IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]294IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.295IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.296297// Parameters stacks (shared)298IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font299IMGUI_API void PopFont();300IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);301IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);302IMGUI_API void PopStyleColor(int count = 1);303IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);304IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);305IMGUI_API void PopStyleVar(int count = 1);306IMGUI_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.307IMGUI_API ImFont* GetFont(); // get current font308IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied309IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API310IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier311IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied312IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied313314// Parameters stacks (current window)315IMGUI_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)316IMGUI_API void PopItemWidth();317IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position318IMGUI_API void PushTextWrapPos(float wrap_local_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 space319IMGUI_API void PopTextWrapPos();320IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets321IMGUI_API void PopAllowKeyboardFocus();322IMGUI_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.323IMGUI_API void PopButtonRepeat();324325// Cursor / Layout326// - By "cursor" we mean the current output position.327// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.328IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.329IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.330IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.331IMGUI_API void Spacing(); // add vertical spacing.332IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.333IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0334IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0335IMGUI_API void BeginGroup(); // lock horizontal starting position336IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)337IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)338IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.339IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::340IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.341IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)342IMGUI_API void SetCursorPosY(float local_y); //343IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates344IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)345IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]346IMGUI_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)347IMGUI_API float GetTextLineHeight(); // ~ FontSize348IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)349IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2350IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)351352// ID stack/scopes353// - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most354// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.355// - The resulting ID are hashes of the entire stack.356// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.357// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,358// whereas "str_id" denote a string that is only used as an ID and not normally displayed.359IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).360IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).361IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).362IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).363IMGUI_API void PopID(); // pop from the ID stack.364IMGUI_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 yourself365IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);366IMGUI_API ImGuiID GetID(const void* ptr_id);367368// Widgets: Text369IMGUI_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.370IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text371IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);372IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();373IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);374IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();375IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);376IMGUI_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().377IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);378IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets379IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);380IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()381IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);382383// Widgets: Main384// - Most widgets return true when the value has been changed or when pressed/selected385IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button386IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text387IMGUI_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.)388IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape389IMGUI_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));390IMGUI_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 padding391IMGUI_API bool Checkbox(const char* label, bool* v);392IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);393IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }394IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer395IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);396IMGUI_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() uses397398// Widgets: Combo Box399// - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.400// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.401IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);402IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!403IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);404IMGUI_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"405IMGUI_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);406407// Widgets: Drags408// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.409// - 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.x410// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.411// - 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).412IMGUI_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 bound413IMGUI_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);414IMGUI_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);415IMGUI_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);416IMGUI_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);417IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound418IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");419IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");420IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");421IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);422IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);423IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);424425// Widgets: Sliders426// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.427// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.428IMGUI_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 power curve sliders429IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);430IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);431IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);432IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg");433IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");434IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");435IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");436IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");437IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);438IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);439IMGUI_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);440IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");441IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);442443// Widgets: Input with Keyboard444// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h445// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.446IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);447IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);448IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);449IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);450IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);451IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);452IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);453IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);454IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);455IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);456IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);457IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);458IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);459460// 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.)461// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x462IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);463IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);464IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);465IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);466IMGUI_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.467IMGUI_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.468469// Widgets: Trees470// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.471IMGUI_API bool TreeNode(const char* label);472IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().473IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "474IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);475IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);476IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);477IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);478IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);479IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);480IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);481IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.482IMGUI_API void TreePush(const void* ptr_id = NULL); // "483IMGUI_API void TreePop(); // ~ Unindent()+PopId()484IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()485IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode486IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.487IMGUI_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().488IMGUI_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 header489490// Widgets: Selectables491// - A selectable highlights when hovered, and can display another color when selected.492// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.493IMGUI_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 height494IMGUI_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.495496// Widgets: List Boxes497// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.498IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);499IMGUI_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);500IMGUI_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.501IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "502IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!503504// Widgets: Data Plotting505IMGUI_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));506IMGUI_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));507IMGUI_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));508IMGUI_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));509510// Widgets: Value() Helpers.511// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)512IMGUI_API void Value(const char* prefix, bool b);513IMGUI_API void Value(const char* prefix, int v);514IMGUI_API void Value(const char* prefix, unsigned int v);515IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);516517// Widgets: Menus518IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.519IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!520IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).521IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!522IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!523IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!524IMGUI_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 moment525IMGUI_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 != NULL526527// Tooltips528IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).529IMGUI_API void EndTooltip();530IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().531IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);532533// Popups, Modals534// The properties of popups windows are:535// - They block normal mouse hovering detection outside them. (*)536// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.537// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.538// User can manipulate the visibility state by calling OpenPopup().539// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.540// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.541IMGUI_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).542IMGUI_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!543IMGUI_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!544IMGUI_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.545IMGUI_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).546IMGUI_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)547IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!548IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.549IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.550IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.551552// Columns553// - You can also use SameLine(pos_x) to mimic simplified columns.554// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)555IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);556IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished557IMGUI_API int GetColumnIndex(); // get current column index558IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column559IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column560IMGUI_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 0.0f561IMGUI_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 column562IMGUI_API int GetColumnsCount();563564// Tab Bars, Tabs565// [BETA API] API may evolve!566IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar567IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!568IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.569IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!570IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.571572// Logging/Capture573// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.574IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)575IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file576IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard577IMGUI_API void LogFinish(); // stop logging (close file, etc.)578IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard579IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)580581// Drag and Drop582// [BETA API] API may evolve!583IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()584IMGUI_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.585IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!586IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()587IMGUI_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.588IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!589IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.590591// Clipping592IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);593IMGUI_API void PopClipRect();594595// Focus, Activation596// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"597IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.598IMGUI_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.599600// Item/Widgets Utilities601// - Most of the functions are referring to the last/previous item we submitted.602// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.603IMGUI_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.604IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)605IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?606IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()607IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)608IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.609IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).610IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.611IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).612IMGUI_API bool IsAnyItemHovered();613IMGUI_API bool IsAnyItemActive();614IMGUI_API bool IsAnyItemFocused();615IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)616IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)617IMGUI_API ImVec2 GetItemRectSize(); // get size of last item618IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.619620// Miscellaneous Utilities621IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.622IMGUI_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.623IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.624IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.625IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text626IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances627IMGUI_API const char* GetStyleColorName(ImGuiCol idx);628IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)629IMGUI_API ImGuiStorage* GetStateStorage();630IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);631IMGUI_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.632IMGUI_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 frame633IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)634635// Color Utilities636IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);637IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);638IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);639IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);640641// Inputs Utilities642IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]643IMGUI_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[]!644IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate645IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..646IMGUI_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 > RepeatRate647IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)648IMGUI_API bool IsAnyMouseDown(); // is any mouse button held649IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)650IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.651IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)652IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold653IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.654IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //655IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls656IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into657IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold658IMGUI_API void ResetMouseDragDelta(int button = 0); //659IMGUI_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 you660IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type661IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.662IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.663664// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)665IMGUI_API const char* GetClipboardText();666IMGUI_API void SetClipboardText(const char* text);667668// Settings/.Ini Utilities669// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").670// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.671IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).672IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.673IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);674IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.675676// Memory Utilities677// - All those functions are not reliant on the current context.678// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.679IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);680IMGUI_API void* MemAlloc(size_t size);681IMGUI_API void MemFree(void* ptr);682683} // namespace ImGui684685//-----------------------------------------------------------------------------686// Flags & Enumerations687//-----------------------------------------------------------------------------688689// Flags for ImGui::Begin()690enum ImGuiWindowFlags_691{692ImGuiWindowFlags_None = 0,693ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar694ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip695ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window696ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)697ImGuiWindowFlags_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.698ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it699ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame700ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).701ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file702ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.703ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar704ImGuiWindowFlags_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.705ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state706ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)707ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)708ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)709ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)710ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window711ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)712ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.713ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,714ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,715ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,716717// [Internal]718ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)719ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()720ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()721ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()722ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()723ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()724725// [Obsolete]726//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items727//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)728};729730// Flags for ImGui::InputText()731enum ImGuiInputTextFlags_732{733ImGuiInputTextFlags_None = 0,734ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/735ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef736ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z737ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs738ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus739ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)740ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)741ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)742ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.743ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.744ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field745ImGuiInputTextFlags_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).746ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally747ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode748ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode749ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'750ImGuiInputTextFlags_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().751ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)752ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)753// [Internal]754ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()755};756757// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()758enum ImGuiTreeNodeFlags_759{760ImGuiTreeNodeFlags_None = 0,761ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected762ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)763ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one764ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack765ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)766ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open767ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node768ImGuiTreeNodeFlags_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.769ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).770ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow771ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().772//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed773//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible774ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)775ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog776777// Obsolete names (will be removed)778#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS779, ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap780#endif781};782783// Flags for ImGui::Selectable()784enum ImGuiSelectableFlags_785{786ImGuiSelectableFlags_None = 0,787ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window788ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)789ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too790ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text791};792793// Flags for ImGui::BeginCombo()794enum ImGuiComboFlags_795{796ImGuiComboFlags_None = 0,797ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default798ImGuiComboFlags_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()799ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)800ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible801ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible802ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button803ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button804ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest805};806807// Flags for ImGui::BeginTabBar()808enum ImGuiTabBarFlags_809{810ImGuiTabBarFlags_None = 0,811ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list812ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear813ImGuiTabBarFlags_TabListPopupButton = 1 << 2,814ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.815ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,816ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab817ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit818ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit819ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,820ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown821};822823// Flags for ImGui::BeginTabItem()824enum ImGuiTabItemFlags_825{826ImGuiTabItemFlags_None = 0,827ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.828ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()829ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.830ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()831};832833// Flags for ImGui::IsWindowFocused()834enum ImGuiFocusedFlags_835{836ImGuiFocusedFlags_None = 0,837ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused838ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)839ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.840ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows841};842843// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()844// 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!845// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.846enum ImGuiHoveredFlags_847{848ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.849ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered850ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)851ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered852ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window853//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.854ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.855ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window856ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled857ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,858ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows859};860861// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()862enum ImGuiDragDropFlags_863{864ImGuiDragDropFlags_None = 0,865// BeginDragDropSource() flags866ImGuiDragDropFlags_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.867ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.868ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.869ImGuiDragDropFlags_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.870ImGuiDragDropFlags_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.871ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)872// AcceptDragDropPayload() flags873ImGuiDragDropFlags_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.874ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.875ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.876ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.877};878879// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.880#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.881#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.882883// A primary data type884enum ImGuiDataType_885{886ImGuiDataType_S32, // int887ImGuiDataType_U32, // unsigned int888ImGuiDataType_S64, // long long, __int64889ImGuiDataType_U64, // unsigned long long, unsigned __int64890ImGuiDataType_Float, // float891ImGuiDataType_Double, // double892ImGuiDataType_COUNT893};894895// A cardinal direction896enum ImGuiDir_897{898ImGuiDir_None = -1,899ImGuiDir_Left = 0,900ImGuiDir_Right = 1,901ImGuiDir_Up = 2,902ImGuiDir_Down = 3,903ImGuiDir_COUNT904};905906// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array907enum ImGuiKey_908{909ImGuiKey_Tab,910ImGuiKey_LeftArrow,911ImGuiKey_RightArrow,912ImGuiKey_UpArrow,913ImGuiKey_DownArrow,914ImGuiKey_PageUp,915ImGuiKey_PageDown,916ImGuiKey_Home,917ImGuiKey_End,918ImGuiKey_Insert,919ImGuiKey_Delete,920ImGuiKey_Backspace,921ImGuiKey_Space,922ImGuiKey_Enter,923ImGuiKey_Escape,924ImGuiKey_A, // for text edit CTRL+A: select all925ImGuiKey_C, // for text edit CTRL+C: copy926ImGuiKey_V, // for text edit CTRL+V: paste927ImGuiKey_X, // for text edit CTRL+X: cut928ImGuiKey_Y, // for text edit CTRL+Y: redo929ImGuiKey_Z, // for text edit CTRL+Z: undo930ImGuiKey_COUNT931};932933// Gamepad/Keyboard directional navigation934// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.935// 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().936// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.937enum ImGuiNavInput_938{939// Gamepad Mapping940ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)941ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)942ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)943ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)944ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)945ImGuiNavInput_DpadRight, //946ImGuiNavInput_DpadUp, //947ImGuiNavInput_DpadDown, //948ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down949ImGuiNavInput_LStickRight, //950ImGuiNavInput_LStickUp, //951ImGuiNavInput_LStickDown, //952ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)953ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)954ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)955ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)956957// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.958// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].959ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt960ImGuiNavInput_KeyLeft_, // move left // = Arrow keys961ImGuiNavInput_KeyRight_, // move right962ImGuiNavInput_KeyUp_, // move up963ImGuiNavInput_KeyDown_, // move down964ImGuiNavInput_COUNT,965ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_966};967968// Configuration flags stored in io.ConfigFlags. Set by user/application.969enum ImGuiConfigFlags_970{971ImGuiConfigFlags_None = 0,972ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].973ImGuiConfigFlags_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.974ImGuiConfigFlags_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.975ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.976ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.977ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.978979// 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)980ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.981ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.982};983984// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.985enum ImGuiBackendFlags_986{987ImGuiBackendFlags_None = 0,988ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.989ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.990ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).991};992993// Enumeration for PushStyleColor() / PopStyleColor()994enum ImGuiCol_995{996ImGuiCol_Text,997ImGuiCol_TextDisabled,998ImGuiCol_WindowBg, // Background of normal windows999ImGuiCol_ChildBg, // Background of child windows1000ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows1001ImGuiCol_Border,1002ImGuiCol_BorderShadow,1003ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input1004ImGuiCol_FrameBgHovered,1005ImGuiCol_FrameBgActive,1006ImGuiCol_TitleBg,1007ImGuiCol_TitleBgActive,1008ImGuiCol_TitleBgCollapsed,1009ImGuiCol_MenuBarBg,1010ImGuiCol_ScrollbarBg,1011ImGuiCol_ScrollbarGrab,1012ImGuiCol_ScrollbarGrabHovered,1013ImGuiCol_ScrollbarGrabActive,1014ImGuiCol_CheckMark,1015ImGuiCol_SliderGrab,1016ImGuiCol_SliderGrabActive,1017ImGuiCol_Button,1018ImGuiCol_ButtonHovered,1019ImGuiCol_ButtonActive,1020ImGuiCol_Header,1021ImGuiCol_HeaderHovered,1022ImGuiCol_HeaderActive,1023ImGuiCol_Separator,1024ImGuiCol_SeparatorHovered,1025ImGuiCol_SeparatorActive,1026ImGuiCol_ResizeGrip,1027ImGuiCol_ResizeGripHovered,1028ImGuiCol_ResizeGripActive,1029ImGuiCol_Tab,1030ImGuiCol_TabHovered,1031ImGuiCol_TabActive,1032ImGuiCol_TabUnfocused,1033ImGuiCol_TabUnfocusedActive,1034ImGuiCol_PlotLines,1035ImGuiCol_PlotLinesHovered,1036ImGuiCol_PlotHistogram,1037ImGuiCol_PlotHistogramHovered,1038ImGuiCol_TextSelectedBg,1039ImGuiCol_DragDropTarget,1040ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item1041ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB1042ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active1043ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active1044ImGuiCol_COUNT10451046// Obsolete names (will be removed)1047#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1048, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]1049, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]1050, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]1051//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.1052//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.1053#endif1054};10551056// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.1057// 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.1058// 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.1059enum ImGuiStyleVar_1060{1061// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)1062ImGuiStyleVar_Alpha, // float Alpha1063ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding1064ImGuiStyleVar_WindowRounding, // float WindowRounding1065ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize1066ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize1067ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign1068ImGuiStyleVar_ChildRounding, // float ChildRounding1069ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize1070ImGuiStyleVar_PopupRounding, // float PopupRounding1071ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize1072ImGuiStyleVar_FramePadding, // ImVec2 FramePadding1073ImGuiStyleVar_FrameRounding, // float FrameRounding1074ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize1075ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing1076ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing1077ImGuiStyleVar_IndentSpacing, // float IndentSpacing1078ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize1079ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding1080ImGuiStyleVar_GrabMinSize, // float GrabMinSize1081ImGuiStyleVar_GrabRounding, // float GrabRounding1082ImGuiStyleVar_TabRounding, // float TabRounding1083ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign1084ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign1085ImGuiStyleVar_COUNT10861087// Obsolete names (will be removed)1088#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1089, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding1090#endif1091};10921093// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()1094enum ImGuiColorEditFlags_1095{1096ImGuiColorEditFlags_None = 0,1097ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).1098ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.1099ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.1100ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)1101ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).1102ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.1103ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).1104ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.1105ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.11061107// 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.1108ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.1109ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.1110ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.1111ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).1112ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.1113ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "1114ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "1115ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.1116ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.1117ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.1118ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.11191120// [Internal] Masks1121ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,1122ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,1123ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,1124ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()1125};11261127// Enumeration for GetMouseCursor()1128// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here1129enum ImGuiMouseCursor_1130{1131ImGuiMouseCursor_None = -1,1132ImGuiMouseCursor_Arrow = 0,1133ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.1134ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)1135ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border1136ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column1137ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window1138ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window1139ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)1140ImGuiMouseCursor_COUNT11411142// Obsolete names (will be removed)1143#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1144, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT1145#endif1146};11471148// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions1149// Represent a condition.1150// 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.1151enum ImGuiCond_1152{1153ImGuiCond_Always = 1 << 0, // Set the variable1154ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)1155ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)1156ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)11571158// Obsolete names (will be removed)1159#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1160, ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing1161#endif1162};11631164//-----------------------------------------------------------------------------1165// Helper: ImVector<>1166// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).1167// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.1168// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.1169// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,1170// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.1171//-----------------------------------------------------------------------------11721173template<typename T>1174struct ImVector1175{1176int Size;1177int Capacity;1178T* Data;11791180// Provide standard typedefs but we don't use them ourselves.1181typedef T value_type;1182typedef value_type* iterator;1183typedef const value_type* const_iterator;11841185// Constructors, destructor1186inline ImVector() { Size = Capacity = 0; Data = NULL; }1187inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }1188inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }1189inline ~ImVector() { if (Data) ImGui::MemFree(Data); }11901191inline bool empty() const { return Size == 0; }1192inline int size() const { return Size; }1193inline int size_in_bytes() const { return Size * (int)sizeof(T); }1194inline int capacity() const { return Capacity; }1195inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }1196inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }11971198inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }1199inline T* begin() { return Data; }1200inline const T* begin() const { return Data; }1201inline T* end() { return Data + Size; }1202inline const T* end() const { return Data + Size; }1203inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }1204inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }1205inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }1206inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }1207inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }12081209inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }1210inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }1211inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }1212inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }12131214// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.1215inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }1216inline void pop_back() { IM_ASSERT(Size > 0); Size--; }1217inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }1218inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }1219inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }1220inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }1221inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }1222inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }1223inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }1224};12251226//-----------------------------------------------------------------------------1227// ImGuiStyle1228// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().1229// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,1230// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.1231//-----------------------------------------------------------------------------12321233struct ImGuiStyle1234{1235float Alpha; // Global alpha applies to everything in ImGui.1236ImVec2 WindowPadding; // Padding within a window.1237float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.1238float 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).1239ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().1240ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.1241float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.1242float 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).1243float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)1244float 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).1245ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).1246float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).1247float 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).1248ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.1249ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).1250ImVec2 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!1251float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).1252float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.1253float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.1254float ScrollbarRounding; // Radius of grab corners for scrollbar.1255float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.1256float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.1257float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.1258float TabBorderSize; // Thickness of border around tabs.1259ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).1260ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).1261ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.1262ImVec2 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!1263float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.1264bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.1265bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)1266float 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.1267ImVec4 Colors[ImGuiCol_COUNT];12681269IMGUI_API ImGuiStyle();1270IMGUI_API void ScaleAllSizes(float scale_factor);1271};12721273//-----------------------------------------------------------------------------1274// ImGuiIO1275// Communicate most settings and inputs/outputs to Dear ImGui using this structure.1276// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.1277//-----------------------------------------------------------------------------12781279struct ImGuiIO1280{1281//------------------------------------------------------------------1282// Configuration (fill once) // Default value1283//------------------------------------------------------------------12841285ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.1286ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.1287ImVec2 DisplaySize; // <unset> // Main display size, in pixels.1288float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.1289float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.1290const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.1291const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).1292float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.1293float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.1294float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.1295int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.1296float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).1297float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.1298void* UserData; // = NULL // Store your own data for retrieval by callbacks.12991300ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.1301float FontGlobalScale; // = 1.0f // Global scale all fonts1302bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.1303ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].1304ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.13051306// Miscellaneous options1307bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.1308bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)1309bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)1310bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)1311bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.13121313//------------------------------------------------------------------1314// Platform Functions1315// (the imgui_impl_xxxx back-end files are setting those up for you)1316//------------------------------------------------------------------13171318// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.1319const char* BackendPlatformName; // = NULL1320const char* BackendRendererName; // = NULL1321void* BackendPlatformUserData; // = NULL1322void* BackendRendererUserData; // = NULL1323void* BackendLanguageUserData; // = NULL13241325// Optional: Access OS clipboard1326// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)1327const char* (*GetClipboardTextFn)(void* user_data);1328void (*SetClipboardTextFn)(void* user_data, const char* text);1329void* ClipboardUserData;13301331// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)1332// (default to use native imm32 api on Windows)1333void (*ImeSetInputScreenPosFn)(int x, int y);1334void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.13351336#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1337// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!1338// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.1339void (*RenderDrawListsFn)(ImDrawData* data);1340#else1341// This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.1342void* RenderDrawListsFnUnused;1343#endif13441345//------------------------------------------------------------------1346// Input - Fill before calling NewFrame()1347//------------------------------------------------------------------13481349ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)1350bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=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.1351float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.1352float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.1353bool KeyCtrl; // Keyboard modifier pressed: Control1354bool KeyShift; // Keyboard modifier pressed: Shift1355bool KeyAlt; // Keyboard modifier pressed: Alt1356bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows1357bool 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).1358float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().13591360// Functions1361IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input1362IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string1363IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually13641365//------------------------------------------------------------------1366// Output - Retrieve after calling NewFrame()1367//------------------------------------------------------------------13681369bool 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.).1370bool 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.).1371bool 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).1372bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.1373bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.1374bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.1375bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).1376float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames1377int MetricsRenderVertices; // Vertices output during last call to Render()1378int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 31379int MetricsRenderWindows; // Number of visible windows1380int MetricsActiveWindows; // Number of active windows1381int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.1382ImVec2 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.13831384//------------------------------------------------------------------1385// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!1386//------------------------------------------------------------------13871388ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)1389ImVec2 MouseClickedPos[5]; // Position at time of clicking1390double MouseClickedTime[5]; // Time of last click (used to figure out double-click)1391bool MouseClicked[5]; // Mouse button went from !Down to Down1392bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?1393bool MouseReleased[5]; // Mouse button went from Down to !Down1394bool 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.1395float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)1396float MouseDownDurationPrev[5]; // Previous time the mouse button has been down1397ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point1398float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point1399float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)1400float KeysDownDurationPrev[512]; // Previous duration the key has been down1401float NavInputsDownDuration[ImGuiNavInput_COUNT];1402float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];1403ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.14041405IMGUI_API ImGuiIO();1406};14071408//-----------------------------------------------------------------------------1409// Misc data structures1410//-----------------------------------------------------------------------------14111412// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.1413// The callback function should return 0 by default.1414// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)1415// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB1416// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows1417// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration1418// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.1419// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.1420struct ImGuiInputTextCallbackData1421{1422ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only1423ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only1424void* UserData; // What user passed to InputText() // Read-only14251426// Arguments for the different callback events1427// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.1428// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.1429ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;1430ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]1431char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!1432int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()1433int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+11434bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]1435int CursorPos; // // Read-write // [Completion,History,Always]1436int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)1437int SelectionEnd; // // Read-write // [Completion,History,Always]14381439// Helper functions for text manipulation.1440// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.1441IMGUI_API ImGuiInputTextCallbackData();1442IMGUI_API void DeleteChars(int pos, int bytes_count);1443IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);1444bool HasSelection() const { return SelectionStart != SelectionEnd; }1445};14461447// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().1448// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.1449struct ImGuiSizeCallbackData1450{1451void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()1452ImVec2 Pos; // Read-only. Window position, for reference.1453ImVec2 CurrentSize; // Read-only. Current window size.1454ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.1455};14561457// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()1458struct ImGuiPayload1459{1460// Members1461void* Data; // Data (copied and owned by dear imgui)1462int DataSize; // Data size14631464// [Internal]1465ImGuiID SourceId; // Source item id1466ImGuiID SourceParentId; // Source parent id (if available)1467int DataFrameCount; // Data timestamp1468char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)1469bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)1470bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.14711472ImGuiPayload() { Clear(); }1473void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }1474bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }1475bool IsPreview() const { return Preview; }1476bool IsDelivery() const { return Delivery; }1477};14781479//-----------------------------------------------------------------------------1480// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)1481// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.1482//-----------------------------------------------------------------------------14831484#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1485namespace ImGui1486{1487// OBSOLETED in 1.66 (from Sep 2018)1488static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }1489// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)1490static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }1491// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)1492IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!1493IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);1494IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);1495IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);1496// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)1497static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }1498static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }1499static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }1500// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)1501static inline void ShowTestWindow() { return ShowDemoWindow(); }1502static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }1503static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }1504static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }1505static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }1506// OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)1507IMGUI_API 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.1508static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }1509static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }1510static 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)); }1511// OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)1512static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }1513static 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.1514static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }1515static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }1516}1517typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent1518typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;1519#endif15201521//-----------------------------------------------------------------------------1522// Helpers1523//-----------------------------------------------------------------------------15241525// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree1526// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.1527// 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.1528struct ImNewDummy {};1529inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }1530inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()1531#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)1532#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE1533template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }15341535// 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.1536// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");1537struct ImGuiOnceUponAFrame1538{1539ImGuiOnceUponAFrame() { RefFrame = -1; }1540mutable int RefFrame;1541operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }1542};15431544// 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.1545#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1546#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!1547#endif15481549// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"1550struct ImGuiTextFilter1551{1552IMGUI_API ImGuiTextFilter(const char* default_filter = "");1553IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build1554IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;1555IMGUI_API void Build();1556void Clear() { InputBuf[0] = 0; Build(); }1557bool IsActive() const { return !Filters.empty(); }15581559// [Internal]1560struct TextRange1561{1562const char* b;1563const char* e;15641565TextRange() { b = e = NULL; }1566TextRange(const char* _b, const char* _e) { b = _b; e = _e; }1567const char* begin() const { return b; }1568const char* end () const { return e; }1569bool empty() const { return b == e; }1570IMGUI_API void split(char separator, ImVector<TextRange>* out) const;1571};1572char InputBuf[256];1573ImVector<TextRange> Filters;1574int CountGrep;1575};15761577// Helper: Growable text buffer for logging/accumulating text1578// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')1579struct ImGuiTextBuffer1580{1581ImVector<char> Buf;1582static char EmptyString[1];15831584ImGuiTextBuffer() { }1585inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }1586const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }1587const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator1588int size() const { return Buf.Size ? Buf.Size - 1 : 0; }1589bool empty() { return Buf.Size <= 1; }1590void clear() { Buf.clear(); }1591void reserve(int capacity) { Buf.reserve(capacity); }1592const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }1593IMGUI_API void append(const char* str, const char* str_end = NULL);1594IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);1595IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);1596};15971598// Helper: Key->Value storage1599// Typically you don't have to worry about this since a storage is held within each Window.1600// We use it to e.g. store collapse state for a tree (Int 0/1)1601// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)1602// You can use it as custom user storage for temporary values. Declare your own storage if, for example:1603// - 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).1604// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)1605// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.1606struct ImGuiStorage1607{1608struct Pair1609{1610ImGuiID key;1611union { int val_i; float val_f; void* val_p; };1612Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }1613Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }1614Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }1615};1616ImVector<Pair> Data;16171618// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)1619// - Set***() functions find pair, insertion on demand if missing.1620// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.1621void Clear() { Data.clear(); }1622IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;1623IMGUI_API void SetInt(ImGuiID key, int val);1624IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;1625IMGUI_API void SetBool(ImGuiID key, bool val);1626IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;1627IMGUI_API void SetFloat(ImGuiID key, float val);1628IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL1629IMGUI_API void SetVoidPtr(ImGuiID key, void* val);16301631// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.1632// - 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.1633// - 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)1634// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;1635IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);1636IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);1637IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);1638IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);16391640// Use on your own storage if you know only integer are being stored (open/close all tree nodes)1641IMGUI_API void SetAllInt(int val);16421643// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.1644IMGUI_API void BuildSortByKey();1645};16461647// Helper: Manually clip large list of items.1648// 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.1649// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.1650// 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.1651// Usage:1652// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.1653// while (clipper.Step())1654// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)1655// ImGui::Text("line number %d", i);1656// - 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).1657// - 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.1658// - (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.)1659// - 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.1660struct ImGuiListClipper1661{1662float StartPosY;1663float ItemsHeight;1664int ItemsCount, StepNo, DisplayStart, DisplayEnd;16651666// 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).1667// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().1668// 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().1669ImGuiListClipper(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).1670~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.16711672IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.1673IMGUI_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 1.1674IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.1675};16761677// Helpers macros to generate 32-bits encoded colors1678#ifdef IMGUI_USE_BGRA_PACKED_COLOR1679#define IM_COL32_R_SHIFT 161680#define IM_COL32_G_SHIFT 81681#define IM_COL32_B_SHIFT 01682#define IM_COL32_A_SHIFT 241683#define IM_COL32_A_MASK 0xFF0000001684#else1685#define IM_COL32_R_SHIFT 01686#define IM_COL32_G_SHIFT 81687#define IM_COL32_B_SHIFT 161688#define IM_COL32_A_SHIFT 241689#define IM_COL32_A_MASK 0xFF0000001690#endif1691#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))1692#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF1693#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black1694#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x0000000016951696// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)1697// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.1698// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.1699// **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.1700struct ImColor1701{1702ImVec4 Value;17031704ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }1705ImColor(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; }1706ImColor(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; }1707ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }1708ImColor(const ImVec4& col) { Value = col; }1709inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }1710inline operator ImVec4() const { return Value; }17111712// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.1713inline 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; }1714static 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); }1715};17161717//-----------------------------------------------------------------------------1718// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)1719// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.1720//-----------------------------------------------------------------------------17211722// Draw callbacks for advanced uses.1723// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,1724// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,1725// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.1726// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'1727typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);17281729// Typically, 1 command = 1 GPU draw call (unless command is a callback)1730struct ImDrawCmd1731{1732unsigned 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[].1733ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates1734ImTextureID 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.1735ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.1736void* UserCallbackData; // The draw callback code can access this.17371738ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }1739};17401741// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)1742#ifndef ImDrawIdx1743typedef unsigned short ImDrawIdx;1744#endif17451746// Vertex layout1747#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT1748struct ImDrawVert1749{1750ImVec2 pos;1751ImVec2 uv;1752ImU32 col;1753};1754#else1755// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h1756// 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.1757// The type has to be described within the macro (you can either declare the struct or use a typedef)1758// 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.1759IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;1760#endif17611762// 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.1763// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.1764struct ImDrawChannel1765{1766ImVector<ImDrawCmd> CmdBuffer;1767ImVector<ImDrawIdx> IdxBuffer;1768};17691770enum ImDrawCornerFlags_1771{1772ImDrawCornerFlags_TopLeft = 1 << 0, // 0x11773ImDrawCornerFlags_TopRight = 1 << 1, // 0x21774ImDrawCornerFlags_BotLeft = 1 << 2, // 0x41775ImDrawCornerFlags_BotRight = 1 << 3, // 0x81776ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x31777ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC1778ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x51779ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA1780ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience1781};17821783enum ImDrawListFlags_1784{1785ImDrawListFlags_None = 0,1786ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)1787ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)1788};17891790// Draw command list1791// 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.1792// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.1793// You can interleave normal ImGui:: calls and adding primitives to the current draw list.1794// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)1795// 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.1796struct ImDrawList1797{1798// This is what you have to render1799ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.1800ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those1801ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.1802ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.18031804// [Internal, used while building lists]1805const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)1806const char* _OwnerName; // Pointer to owner window's name for debugging1807unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size1808ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)1809ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)1810ImVector<ImVec4> _ClipRectStack; // [Internal]1811ImVector<ImTextureID> _TextureIdStack; // [Internal]1812ImVector<ImVec2> _Path; // [Internal] current path building1813int _ChannelsCurrent; // [Internal] current channel number (0)1814int _ChannelsCount; // [Internal] number of active channels (1+)1815ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)18161817// 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)1818ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }1819~ImDrawList() { ClearFreeMemory(); }1820IMGUI_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)1821IMGUI_API void PushClipRectFullScreen();1822IMGUI_API void PopClipRect();1823IMGUI_API void PushTextureID(ImTextureID texture_id);1824IMGUI_API void PopTextureID();1825inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }1826inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }18271828// Primitives1829IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);1830IMGUI_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 round1831IMGUI_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-right1832IMGUI_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);1833IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);1834IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);1835IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);1836IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);1837IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);1838IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);1839IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);1840IMGUI_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);1841IMGUI_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);1842IMGUI_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);1843IMGUI_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);1844IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);1845IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.1846IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);18471848// Stateful path API, add points then finish with PathFillConvex() or PathStroke()1849inline void PathClear() { _Path.Size = 0; }1850inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }1851inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }1852inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.1853inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }1854IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);1855IMGUI_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 circle1856IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);1857IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);18581859// Channels1860// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)1861// - 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)1862IMGUI_API void ChannelsSplit(int channels_count);1863IMGUI_API void ChannelsMerge();1864IMGUI_API void ChannelsSetCurrent(int channel_index);18651866// Advanced1867IMGUI_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.1868IMGUI_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 possible1869IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.18701871// Internal helpers1872// NB: all primitives needs to be reserved via PrimReserve() beforehand!1873IMGUI_API void Clear();1874IMGUI_API void ClearFreeMemory();1875IMGUI_API void PrimReserve(int idx_count, int vtx_count);1876IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)1877IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);1878IMGUI_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);1879inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }1880inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }1881inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }1882IMGUI_API void UpdateClipRect();1883IMGUI_API void UpdateTextureID();1884};18851886// All draw data to render an ImGui frame1887// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)1888struct ImDrawData1889{1890bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.1891ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.1892int CmdListsCount; // Number of ImDrawList* to render1893int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size1894int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size1895ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)1896ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)1897ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.18981899// Functions1900ImDrawData() { Valid = false; Clear(); }1901~ImDrawData() { Clear(); }1902void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!1903IMGUI_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!1904IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.1905};19061907//-----------------------------------------------------------------------------1908// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)1909//-----------------------------------------------------------------------------19101911struct ImFontConfig1912{1913void* FontData; // // TTF/OTF data1914int FontDataSize; // // TTF/OTF data size1915bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).1916int FontNo; // 0 // Index of font within TTF/OTF file1917float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).1918int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.1919int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.1920bool 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 1.1921ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.1922ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.1923const 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.1924float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font1925float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs1926bool 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.1927unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.1928float 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.19291930// [Internal]1931char Name[40]; // Name (strictly to ease debugging)1932ImFont* DstFont;19331934IMGUI_API ImFontConfig();1935};19361937struct ImFontGlyph1938{1939ImWchar Codepoint; // 0x0000..0xFFFF1940float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)1941float X0, Y0, X1, Y1; // Glyph corners1942float U0, V0, U1, V1; // Texture coordinates1943};19441945// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().1946// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.1947struct ImFontGlyphRangesBuilder1948{1949ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)19501951ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }1952bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array1953void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array1954void AddChar(ImWchar c) { SetBit(c); } // Add character1955IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)1956IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext1957IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges1958};19591960enum ImFontAtlasFlags_1961{1962ImFontAtlasFlags_None = 0,1963ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two1964ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas1965};19661967// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:1968// - One or more fonts.1969// - Custom graphics data needed to render the shapes needed by Dear ImGui.1970// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).1971// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.1972// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.1973// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.1974// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)1975// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.1976// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.1977// Common pitfalls:1978// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the1979// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.1980// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.1981// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,1982// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.1983// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!1984struct ImFontAtlas1985{1986IMGUI_API ImFontAtlas();1987IMGUI_API ~ImFontAtlas();1988IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);1989IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);1990IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);1991IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.1992IMGUI_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.1993IMGUI_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.1994IMGUI_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.1995IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.1996IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).1997IMGUI_API void Clear(); // Clear all input and output.19981999// Build atlas, retrieve pixel data.2000// 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().2001// The pitch is always = Width * BytesPerPixels (1 or 4)2002// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into2003// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.2004IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.2005IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel2006IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel2007bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }2008void SetTexID(ImTextureID id) { TexID = id; }20092010//-------------------------------------------2011// Glyph Ranges2012//-------------------------------------------20132014// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)2015// 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.2016// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.2017IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin2018IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters2019IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs2020IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs2021IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese2022IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters2023IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters20242025//-------------------------------------------2026// Custom Rectangles/Glyphs API2027//-------------------------------------------20282029// 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.2030// 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.2031struct CustomRect2032{2033unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.2034unsigned short Width, Height; // Input // Desired rectangle dimension2035unsigned short X, Y; // Output // Packed position in Atlas2036float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance2037ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset2038ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font2039CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }2040bool IsPacked() const { return X != 0xFFFF; }2041};20422043IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList2044IMGUI_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.2045const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }20462047// [Internal]2048IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);2049IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);20502051//-------------------------------------------2052// Members2053//-------------------------------------------20542055bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.2056ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)2057ImTextureID 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.2058int 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.2059int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.20602061// [Internal]2062// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.2063unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight2064unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 42065int TexWidth; // Texture width calculated during Build().2066int TexHeight; // Texture height calculated during Build().2067ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)2068ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel2069ImVector<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.2070ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.2071ImVector<ImFontConfig> ConfigData; // Internal data2072int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList20732074#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2075typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+2076#endif2077};20782079// Font runtime data and rendering2080// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().2081struct ImFont2082{2083// Members: Hot ~20/24 bytes (for CalcTextSize)2084ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).2085float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX2086float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)20872088// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)2089ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.2090ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.2091const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)2092ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels20932094// Members: Cold ~32/40 bytes2095ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into2096const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData2097short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.2098ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()2099float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()2100float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]2101int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)2102bool DirtyLookupTables; // 1 // out //21032104// Methods2105IMGUI_API ImFont();2106IMGUI_API ~ImFont();2107IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;2108IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;2109float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }2110bool IsLoaded() const { return ContainerAtlas != NULL; }2111const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }21122113// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.2114// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.2115IMGUI_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; // utf82116IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;2117IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;2118IMGUI_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;21192120// [Internal] Don't use!2121IMGUI_API void BuildLookupTable();2122IMGUI_API void ClearOutputData();2123IMGUI_API void GrowIndex(int new_size);2124IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);2125IMGUI_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.2126IMGUI_API void SetFallbackChar(ImWchar c);21272128#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2129typedef ImFontGlyph Glyph; // OBSOLETE 1.52+2130#endif2131};21322133#if defined(__clang__)2134#pragma clang diagnostic pop2135#elif defined(__GNUC__) && __GNUC__ >= 82136#pragma GCC diagnostic pop2137#endif21382139// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)2140#ifdef IMGUI_INCLUDE_IMGUI_USER_H2141#include "imgui_user.h"2142#endif214321442145