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stenzek
GitHub Repository: stenzek/duckstation
Path: blob/master/dep/imgui/include/imgui.h
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// dear imgui, v1.92.6 WIP
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// (headers)
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// Help:
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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// Resources:
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// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
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// - Homepage ................... https://github.com/ocornut/imgui
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// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
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// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
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// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
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// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
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// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
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// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)
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// For FIRST-TIME users having issues compiling/linking/running:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.92.6 WIP"
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#define IMGUI_VERSION_NUM 19258
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#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
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#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
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/*
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Index of this file:
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// [SECTION] Header mess
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// [SECTION] Forward declarations and basic types
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// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
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// [SECTION] Dear ImGui end-user API functions
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// [SECTION] Flags & Enumerations
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// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
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// [SECTION] ImGuiStyle
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// [SECTION] ImGuiIO
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// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
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// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
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// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
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// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
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// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
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// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
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// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
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// [SECTION] Obsolete functions and types
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*/
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#pragma once
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// Configuration file with compile-time options
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// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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#include "imconfig.h"
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#ifndef IMGUI_DISABLE
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//-----------------------------------------------------------------------------
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// [SECTION] Header mess
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//-----------------------------------------------------------------------------
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// Includes
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#include <float.h> // FLT_MIN, FLT_MAX
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#include <stdarg.h> // va_list, va_start, va_end
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#include <stddef.h> // ptrdiff_t, NULL
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUI_IMPL_API
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#define IMGUI_IMPL_API IMGUI_API
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#endif
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// Helper Macros
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// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
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#ifndef IM_ASSERT
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#include <assert.h>
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#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
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#endif
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#define IM_COUNTOF(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
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#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR
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#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro.
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// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
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// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different
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// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...),
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// and only works when using Code Analysis, rather than just normal compiling).
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// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
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#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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#endif
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// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
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#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
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#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
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#else
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#define IM_MSVC_RUNTIME_CHECKS_OFF
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE
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#endif
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// Warnings
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
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#endif
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#if defined(__clang__)
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#pragma clang diagnostic push
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#if __has_warning("-Wunknown-warning-option")
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#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
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#endif
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#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
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#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
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#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Forward declarations and basic types
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//-----------------------------------------------------------------------------
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// Scalar data types
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typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
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typedef signed char ImS8; // 8-bit signed integer
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typedef unsigned char ImU8; // 8-bit unsigned integer
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typedef signed short ImS16; // 16-bit signed integer
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typedef unsigned short ImU16; // 16-bit unsigned integer
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typedef signed int ImS32; // 32-bit signed integer == int
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typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
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typedef signed long long ImS64; // 64-bit signed integer
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typedef unsigned long long ImU64; // 64-bit unsigned integer
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// Forward declarations: ImDrawList, ImFontAtlas layer
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struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
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struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
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struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
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struct ImFontBaked; // Baked data for a ImFont at a given size.
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struct ImFontConfig; // Configuration data when adding a font or merging fonts
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struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
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struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
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struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
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struct ImTextureRect; // Coordinates of a rectangle within a texture.
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struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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// Forward declarations: ImGui layer
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struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
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struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
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struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
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struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
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struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
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struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
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struct ImGuiStoragePair; // Helper for key->value storage (pair)
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struct ImGuiStyle; // Runtime data for styling/colors
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struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
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struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
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struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
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// Enumerations
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// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
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enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
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enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
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typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
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// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
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typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
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typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
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typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use!
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typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
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typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
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typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
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typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
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typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
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typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
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typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
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typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
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typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
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typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
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typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
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typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
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typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
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typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
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typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
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typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
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typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
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typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
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typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
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typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
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typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
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typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
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typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
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typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
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typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Multi-Selection item index or identifier when using BeginMultiSelect()
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// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
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// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
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typedef ImS64 ImGuiSelectionUserData;
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// Callback and functions types
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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float x, y;
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constexpr ImVec2() : x(0.0f), y(0.0f) { }
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constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
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float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
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float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
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#ifdef IM_VEC2_CLASS_EXTRA
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IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
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#endif
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};
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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struct ImVec4
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{
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float x, y, z, w;
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constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
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constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
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#ifdef IM_VEC4_CLASS_EXTRA
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IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
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#endif
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};
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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//-----------------------------------------------------------------------------
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// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
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//-----------------------------------------------------------------------------
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// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
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// [Compile-time configurable type]
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// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
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// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
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// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
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// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
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// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
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// ImTextureRef, which is stored inside a ImDrawCmd.
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// - Compile-time type configuration:
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// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
334
// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
335
// constructors if you like. You will need to implement ==/!= operators.
336
// History:
337
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
338
// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
339
#ifndef ImTextureID
340
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
341
#endif
342
343
// Define this if you need 0 to be a valid ImTextureID for your backend.
344
#ifndef ImTextureID_Invalid
345
#define ImTextureID_Invalid ((ImTextureID)0)
346
#endif
347
348
// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
349
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
350
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
351
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
352
// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
353
// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
354
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
355
// to extract the ImTextureID value during rendering, after texture upload has happened.
356
// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
357
// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
358
// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
359
// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
360
// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
361
// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
362
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
363
// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
364
IM_MSVC_RUNTIME_CHECKS_OFF
365
struct ImTextureRef
366
{
367
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
368
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
369
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
370
ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
371
#endif
372
373
inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
374
375
// Members (either are set, never both!)
376
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
377
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
378
};
379
IM_MSVC_RUNTIME_CHECKS_RESTORE
380
381
//-----------------------------------------------------------------------------
382
// [SECTION] Dear ImGui end-user API functions
383
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
384
//-----------------------------------------------------------------------------
385
386
namespace ImGui
387
{
388
// Context creation and access
389
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
390
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
391
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
392
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
393
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
394
IMGUI_API ImGuiContext* GetCurrentContext();
395
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
396
397
// Main
398
IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
399
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
400
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
401
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
402
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
403
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
404
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
405
406
// Demo, Debug, Information
407
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
408
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
409
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
410
IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
411
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
412
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
413
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
414
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
415
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
416
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
417
418
// Styles
419
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
420
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
421
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
422
423
// Windows
424
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
425
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
426
// which clicking will set the boolean to false when clicked.
427
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
428
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
429
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
430
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
431
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
432
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
433
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
434
// - Note that the bottom of window stack always contains a window called "Debug".
435
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
436
IMGUI_API void End();
437
438
// Child Windows
439
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
440
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
441
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
442
// Consider updating your old code:
443
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
444
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
445
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
446
// == 0.0f: use remaining parent window size for this axis.
447
// > 0.0f: use specified size for this axis.
448
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
449
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
450
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
451
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
452
// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
453
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
454
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
455
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
456
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
457
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
458
IMGUI_API void EndChild();
459
460
// Windows Utilities
461
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
462
IMGUI_API bool IsWindowAppearing();
463
IMGUI_API bool IsWindowCollapsed();
464
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
465
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
466
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
467
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
468
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
469
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
470
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
471
472
// Window manipulation
473
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
474
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
475
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
476
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
477
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
478
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
479
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
480
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
481
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
482
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
483
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
484
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
485
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
486
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
487
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
488
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
489
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
490
491
// Windows Scrolling
492
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
493
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
494
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
495
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
496
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
497
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
498
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
499
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
500
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
501
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
502
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
503
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
504
505
// Parameters stacks (font)
506
// - PushFont(font, 0.0f) // Change font and keep current size
507
// - PushFont(NULL, 20.0f) // Keep font and change current size
508
// - PushFont(font, 20.0f) // Change font and set size to 20.0f
509
// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
510
// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
511
// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
512
// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
513
// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
514
// *IMPORTANT* global scale factors are applied over the provided size.
515
// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
516
// - If you want to apply a factor to the _current_ font size:
517
// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
518
// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
519
// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
520
// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
521
IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled, float font_weight); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
522
IMGUI_API void PopFont();
523
IMGUI_API ImFont* GetFont(); // get current font
524
IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
525
IMGUI_API float GetFontWeight(); // get current font weight
526
IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
527
528
// Parameters stacks (shared)
529
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
530
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
531
IMGUI_API void PopStyleColor(int count = 1);
532
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
533
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
534
IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
535
IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
536
IMGUI_API void PopStyleVar(int count = 1);
537
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
538
IMGUI_API void PopItemFlag();
539
540
// Parameters stacks (current window)
541
IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
542
IMGUI_API void PopItemWidth();
543
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
544
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
545
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
546
IMGUI_API void PopTextWrapPos();
547
548
// Style read access
549
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
550
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
551
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
552
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
553
IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
554
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
555
556
// Layout cursor positioning
557
// - By "cursor" we mean the current output position.
558
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
559
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
560
// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
561
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
562
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
563
// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
564
// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
565
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
566
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
567
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
568
IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
569
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
570
IMGUI_API float GetCursorPosX(); // [window-local] "
571
IMGUI_API float GetCursorPosY(); // [window-local] "
572
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
573
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
574
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
575
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
576
577
// Other layout functions
578
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
579
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
580
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
581
IMGUI_API void Spacing(); // add vertical spacing.
582
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
583
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
584
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
585
IMGUI_API void BeginGroup(); // lock horizontal starting position
586
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
587
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
588
IMGUI_API float GetTextLineHeight(); // ~ FontSize
589
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
590
IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
591
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
592
593
// ID stack/scopes
594
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
595
// - Those questions are answered and impacted by understanding of the ID stack system:
596
// - "Q: Why is my widget not reacting when I click on it?"
597
// - "Q: How can I have widgets with an empty label?"
598
// - "Q: How can I have multiple widgets with the same label?"
599
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
600
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
601
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
602
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
603
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
604
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
605
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
606
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
607
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
608
IMGUI_API void PopID(); // pop from the ID stack.
609
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
610
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
611
IMGUI_API ImGuiID GetID(const void* ptr_id);
612
IMGUI_API ImGuiID GetID(int int_id);
613
614
// Widgets: Text
615
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
616
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
617
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
618
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
619
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
620
IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
621
IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
622
IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
623
IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
624
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
625
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
626
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
627
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
628
IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
629
630
// Widgets: Main
631
// - Most widgets return true when the value has been changed or when pressed/selected
632
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
633
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
634
IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
635
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
636
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
637
IMGUI_API bool Checkbox(const char* label, bool* v);
638
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
639
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
640
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
641
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
642
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
643
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
644
IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
645
IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
646
647
// Widgets: Images
648
// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
649
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
650
// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
651
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
652
// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
653
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
654
IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
655
IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
656
657
// Widgets: Combo Box (Dropdown)
658
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
659
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
660
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
661
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
662
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
663
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
664
IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
665
666
// Widgets: Drag Sliders
667
// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
668
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
669
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
670
// - 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.
671
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
672
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
673
// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
674
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
675
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
676
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
677
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
678
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
679
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
680
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
681
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
682
IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
683
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
684
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
685
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
686
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
687
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
688
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
689
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
690
691
// Widgets: Regular Sliders
692
// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
693
// - 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.
694
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
695
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
696
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
697
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
698
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
699
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
700
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
701
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
702
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
703
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
704
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
705
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
706
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
707
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
708
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
709
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
710
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
711
712
// Widgets: Input with Keyboard
713
// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
714
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
715
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
716
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
717
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
718
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
719
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
720
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
721
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
722
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
723
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
724
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
725
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
726
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
727
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
728
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
729
730
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
731
// - 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.
732
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
733
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
734
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
735
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
736
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
737
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
738
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
739
740
// Widgets: Trees
741
// - 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.
742
IMGUI_API bool TreeNode(const char* label);
743
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate 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().
744
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
745
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
746
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
747
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
748
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
749
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
750
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
751
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
752
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
753
IMGUI_API void TreePush(const void* ptr_id); // "
754
IMGUI_API void TreePop(); // ~ Unindent()+PopID()
755
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
756
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
757
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
758
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
759
IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
760
761
// Widgets: Selectables
762
// - A selectable highlights when hovered, and can display another color when selected.
763
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
764
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
765
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
766
767
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
768
// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
769
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
770
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
771
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
772
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
773
// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
774
IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
775
IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
776
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
777
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
778
779
// Widgets: List Boxes
780
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
781
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
782
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
783
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
784
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
785
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
786
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
787
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
788
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
789
IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
790
791
// Widgets: Data Plotting
792
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
793
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
794
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
795
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
796
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
797
798
// Widgets: Value() Helpers.
799
// - 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)
800
IMGUI_API void Value(const char* prefix, bool b);
801
IMGUI_API void Value(const char* prefix, int v);
802
IMGUI_API void Value(const char* prefix, unsigned int v);
803
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
804
805
// Widgets: Menus
806
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
807
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
808
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
809
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
810
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
811
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
812
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
813
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
814
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
815
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
816
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
817
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
818
819
// Tooltips
820
// - Tooltips are windows following the mouse. They do not take focus away.
821
// - A tooltip window can contain items of any types.
822
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
823
IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
824
IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
825
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
826
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
827
828
// Tooltips: helpers for showing a tooltip when hovering an item
829
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
830
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
831
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
832
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
833
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
834
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
835
836
// Popups, Modals
837
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
838
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
839
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
840
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
841
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
842
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
843
// This is sometimes leading to confusing mistakes. May rework this in the future.
844
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
845
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
846
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
847
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
848
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
849
850
// Popups: open/close functions
851
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
852
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
853
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
854
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
855
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
856
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
857
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
858
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
859
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
860
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
861
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
862
863
// Popups: open+begin combined functions helpers
864
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
865
// - They are convenient to easily create context menus, hence the name.
866
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
867
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
868
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
869
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
870
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
871
872
// Popups: query functions
873
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
874
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
875
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
876
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
877
878
// Tables
879
// - Full-featured replacement for old Columns API.
880
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
881
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
882
// The typical call flow is:
883
// - 1. Call BeginTable(), early out if returning false.
884
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
885
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
886
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
887
// - 5. Populate contents:
888
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
889
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
890
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
891
// TableNextColumn() will automatically wrap-around into the next row if needed.
892
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
893
// - Summary of possible call flow:
894
// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
895
// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
896
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
897
// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
898
// - 5. Call EndTable()
899
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
900
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
901
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
902
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
903
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
904
905
// Tables: Headers & Columns declaration
906
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
907
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
908
// Headers are required to perform: reordering, sorting, and opening the context menu.
909
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
910
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
911
// some advanced use cases (e.g. adding custom widgets in header row).
912
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
913
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
914
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
915
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
916
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
917
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
918
919
// Tables: Sorting & Miscellaneous functions
920
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
921
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
922
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
923
// else you may wastefully sort your data every frame!
924
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
925
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
926
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
927
IMGUI_API int TableGetColumnIndex(); // return current column index.
928
IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for)
929
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
930
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
931
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
932
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
933
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
934
935
// Legacy Columns API (prefer using Tables!)
936
// - You can also use SameLine(pos_x) to mimic simplified columns.
937
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
938
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
939
IMGUI_API int GetColumnIndex(); // get current column index
940
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
941
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
942
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
943
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
944
IMGUI_API int GetColumnsCount();
945
946
// Tab Bars, Tabs
947
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
948
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
949
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
950
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
951
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
952
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
953
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
954
955
// Logging/Capture
956
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
957
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
958
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
959
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
960
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
961
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
962
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
963
IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
964
965
// Drag and Drop
966
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
967
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
968
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
969
// - An item can be both drag source and drop target.
970
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
971
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
972
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
973
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
974
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
975
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
976
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
977
978
// Disabling [BETA API]
979
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
980
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
981
// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
982
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
983
IMGUI_API void BeginDisabled(bool disabled = true);
984
IMGUI_API void EndDisabled();
985
986
// Clipping
987
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
988
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
989
IMGUI_API void PopClipRect();
990
991
// Focus, Activation
992
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
993
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
994
995
// Keyboard/Gamepad Navigation
996
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
997
998
// Overlapping mode
999
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
1000
1001
// Item/Widgets Utilities and Query Functions
1002
// - Most of the functions are referring to the previous Item that has been submitted.
1003
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1004
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
1005
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
1006
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
1007
IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
1008
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
1009
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
1010
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
1011
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
1012
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
1013
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
1014
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
1015
IMGUI_API bool IsAnyItemActive(); // is any item active?
1016
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
1017
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1018
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
1019
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
1020
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
1021
IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item
1022
1023
// Viewports
1024
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1025
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1026
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1027
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
1028
1029
// Background/Foreground Draw Lists
1030
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
1031
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
1032
1033
// Miscellaneous Utilities
1034
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1035
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
1036
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
1037
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
1038
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
1039
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
1040
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
1041
IMGUI_API ImGuiStorage* GetStateStorage();
1042
1043
// Text Utilities
1044
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1045
1046
// Color Utilities
1047
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
1048
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
1049
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1050
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1051
1052
// Inputs Utilities: Keyboard/Mouse/Gamepad
1053
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1054
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
1055
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
1056
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1057
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
1058
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1059
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
1060
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
1061
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1062
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
1063
1064
// Inputs Utilities: Shortcut Testing & Routing [BETA]
1065
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1066
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
1067
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments
1068
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1069
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1070
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1071
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1072
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1073
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1074
// This is an important property as it facilitate working with foreign code or larger codebase.
1075
// - To understand the difference:
1076
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1077
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
1078
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1079
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1080
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1081
1082
// Inputs Utilities: Key/Input Ownership [BETA]
1083
// - One common use case would be to allow your items to disable standard inputs behaviors such
1084
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1085
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1086
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1087
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1088
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1089
1090
// Inputs Utilities: Mouse
1091
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1092
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1093
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1094
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1095
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1096
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1097
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1098
IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1099
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1100
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1101
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1102
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1103
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1104
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1105
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1106
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1107
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1108
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1109
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1110
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1111
1112
// Clipboard Utilities
1113
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1114
IMGUI_API const char* GetClipboardText();
1115
IMGUI_API void SetClipboardText(const char* text);
1116
1117
// Settings/.Ini Utilities
1118
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1119
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1120
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1121
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1122
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
1123
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1124
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
1125
1126
// Debug Utilities
1127
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1128
IMGUI_API void DebugTextEncoding(const char* text);
1129
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1130
IMGUI_API void DebugStartItemPicker();
1131
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1132
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1133
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1134
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1135
#endif
1136
1137
// Memory Allocators
1138
// - Those functions are not reliant on the current context.
1139
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1140
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1141
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1142
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1143
IMGUI_API void* MemAlloc(size_t size);
1144
IMGUI_API void MemFree(void* ptr);
1145
1146
} // namespace ImGui
1147
1148
//-----------------------------------------------------------------------------
1149
// [SECTION] Flags & Enumerations
1150
//-----------------------------------------------------------------------------
1151
1152
// Flags for ImGui::Begin()
1153
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1154
enum ImGuiWindowFlags_
1155
{
1156
ImGuiWindowFlags_None = 0,
1157
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1158
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1159
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1160
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1161
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
1162
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1163
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1164
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1165
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1166
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1167
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1168
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
1169
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1170
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1171
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1172
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1173
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1174
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
1175
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1176
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1177
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1178
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1179
1180
// [Internal]
1181
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1182
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1183
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1184
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1185
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1186
1187
// Obsolete names
1188
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1189
//ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
1190
//ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
1191
#endif
1192
};
1193
1194
// Flags for ImGui::BeginChild()
1195
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
1196
// About using AutoResizeX/AutoResizeY flags:
1197
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1198
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1199
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1200
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1201
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1202
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1203
enum ImGuiChildFlags_
1204
{
1205
ImGuiChildFlags_None = 0,
1206
ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1207
ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1208
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1209
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1210
ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1211
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1212
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1213
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1214
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1215
ImGuiChildFlags_NoNavCancel = 1 << 9, // [BETA] Disable canceling child focus when navigating away from it to parent or sibling windows.
1216
1217
// Obsolete names
1218
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1219
//ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1220
#endif
1221
};
1222
1223
// Flags for ImGui::PushItemFlag()
1224
// (Those are shared by all submitted items)
1225
enum ImGuiItemFlags_
1226
{
1227
ImGuiItemFlags_None = 0, // (Default)
1228
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1229
ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1230
ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1231
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1232
ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1233
ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1234
ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
1235
};
1236
1237
// Flags for ImGui::InputText()
1238
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1239
enum ImGuiInputTextFlags_
1240
{
1241
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1242
ImGuiInputTextFlags_None = 0,
1243
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1244
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1245
ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1246
ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1247
ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1248
1249
// Inputs
1250
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1251
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1252
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1253
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1254
1255
// Other options
1256
ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1257
ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1258
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1259
ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1260
ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1261
ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1262
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1263
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
1264
1265
// Elide display / Alignment
1266
ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1267
1268
// Callback features
1269
ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1270
ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1271
ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1272
ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1273
ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1274
ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1275
1276
// Multi-line Word-Wrapping [BETA]
1277
// - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
1278
// - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
1279
// - Wrapping width needs to always account for the possibility of a vertical scrollbar.
1280
// - It is much slower than regular text fields.
1281
// Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
1282
// The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
1283
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long.
1284
1285
// Obsolete names
1286
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1287
};
1288
1289
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1290
enum ImGuiTreeNodeFlags_
1291
{
1292
ImGuiTreeNodeFlags_None = 0,
1293
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1294
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1295
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1296
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1297
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1298
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1299
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1300
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1301
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1302
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1303
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
1304
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1305
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1306
ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1307
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1308
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1309
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1310
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
1311
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1312
1313
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1314
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1315
ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
1316
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1317
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1318
1319
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1320
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
1321
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1322
//ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1323
#endif
1324
};
1325
1326
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1327
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1328
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1329
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1330
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1331
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1332
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1333
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1334
enum ImGuiPopupFlags_
1335
{
1336
ImGuiPopupFlags_None = 0,
1337
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1338
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1339
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1340
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1341
ImGuiPopupFlags_MouseButtonDefault_ = 1,
1342
ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1343
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1344
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1345
ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1346
ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1347
ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1348
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1349
};
1350
1351
// Flags for ImGui::Selectable()
1352
enum ImGuiSelectableFlags_
1353
{
1354
ImGuiSelectableFlags_None = 0,
1355
ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1356
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1357
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1358
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1359
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1360
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1361
ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
1362
1363
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1364
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1365
//ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1366
#endif
1367
};
1368
1369
// Flags for ImGui::BeginCombo()
1370
enum ImGuiComboFlags_
1371
{
1372
ImGuiComboFlags_None = 0,
1373
ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1374
ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1375
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1376
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1377
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1378
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1379
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1380
ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1381
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1382
};
1383
1384
// Flags for ImGui::BeginTabBar()
1385
enum ImGuiTabBarFlags_
1386
{
1387
ImGuiTabBarFlags_None = 0,
1388
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1389
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1390
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1391
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1392
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1393
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1394
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1395
1396
// Fitting/Resize policy
1397
ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
1398
ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
1399
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
1400
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
1401
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed,
1402
1403
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1404
ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
1405
#endif
1406
};
1407
1408
// Flags for ImGui::BeginTabItem()
1409
enum ImGuiTabItemFlags_
1410
{
1411
ImGuiTabItemFlags_None = 0,
1412
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1413
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1414
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1415
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1416
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1417
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1418
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1419
ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1420
ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1421
};
1422
1423
// Flags for ImGui::IsWindowFocused()
1424
enum ImGuiFocusedFlags_
1425
{
1426
ImGuiFocusedFlags_None = 0,
1427
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1428
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1429
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1430
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1431
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1432
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1433
};
1434
1435
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1436
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1437
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1438
enum ImGuiHoveredFlags_
1439
{
1440
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
1441
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1442
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1443
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1444
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1445
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1446
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1447
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1448
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1449
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1450
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1451
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1452
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1453
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1454
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1455
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1456
1457
// Tooltips mode
1458
// - typically used in IsItemHovered() + SetTooltip() sequence.
1459
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1460
// e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
1461
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1462
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1463
ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1464
1465
// (Advanced) Mouse Hovering delays.
1466
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1467
// - use those if you need specific overrides.
1468
ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1469
ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1470
ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1471
ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1472
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1473
};
1474
1475
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1476
enum ImGuiDragDropFlags_
1477
{
1478
ImGuiDragDropFlags_None = 0,
1479
// BeginDragDropSource() flags
1480
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1481
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1482
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1483
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1484
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1485
ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1486
ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1487
ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1488
// AcceptDragDropPayload() flags
1489
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1490
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1491
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1492
ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
1493
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1494
1495
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1496
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1497
#endif
1498
};
1499
1500
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1501
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1502
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1503
1504
// A primary data type
1505
enum ImGuiDataType_
1506
{
1507
ImGuiDataType_S8, // signed char / char (with sensible compilers)
1508
ImGuiDataType_U8, // unsigned char
1509
ImGuiDataType_S16, // short
1510
ImGuiDataType_U16, // unsigned short
1511
ImGuiDataType_S32, // int
1512
ImGuiDataType_U32, // unsigned int
1513
ImGuiDataType_S64, // long long / __int64
1514
ImGuiDataType_U64, // unsigned long long / unsigned __int64
1515
ImGuiDataType_Float, // float
1516
ImGuiDataType_Double, // double
1517
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1518
ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1519
ImGuiDataType_COUNT
1520
};
1521
1522
// A cardinal direction
1523
enum ImGuiDir : int
1524
{
1525
ImGuiDir_None = -1,
1526
ImGuiDir_Left = 0,
1527
ImGuiDir_Right = 1,
1528
ImGuiDir_Up = 2,
1529
ImGuiDir_Down = 3,
1530
ImGuiDir_COUNT
1531
};
1532
1533
// A sorting direction
1534
enum ImGuiSortDirection : ImU8
1535
{
1536
ImGuiSortDirection_None = 0,
1537
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1538
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1539
};
1540
1541
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1542
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1543
// Support for legacy keys was completely removed in 1.91.5.
1544
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1545
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1546
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1547
enum ImGuiKey : int
1548
{
1549
// Keyboard
1550
ImGuiKey_None = 0,
1551
ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1552
1553
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1554
ImGuiKey_LeftArrow,
1555
ImGuiKey_RightArrow,
1556
ImGuiKey_UpArrow,
1557
ImGuiKey_DownArrow,
1558
ImGuiKey_PageUp,
1559
ImGuiKey_PageDown,
1560
ImGuiKey_Home,
1561
ImGuiKey_End,
1562
ImGuiKey_Insert,
1563
ImGuiKey_Delete,
1564
ImGuiKey_Backspace,
1565
ImGuiKey_Space,
1566
ImGuiKey_Enter,
1567
ImGuiKey_Escape,
1568
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1569
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1570
ImGuiKey_Menu,
1571
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1572
ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1573
ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1574
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1575
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1576
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1577
ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1578
ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1579
ImGuiKey_Apostrophe, // '
1580
ImGuiKey_Comma, // ,
1581
ImGuiKey_Minus, // -
1582
ImGuiKey_Period, // .
1583
ImGuiKey_Slash, // /
1584
ImGuiKey_Semicolon, // ;
1585
ImGuiKey_Equal, // =
1586
ImGuiKey_LeftBracket, // [
1587
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1588
ImGuiKey_RightBracket, // ]
1589
ImGuiKey_GraveAccent, // `
1590
ImGuiKey_CapsLock,
1591
ImGuiKey_ScrollLock,
1592
ImGuiKey_NumLock,
1593
ImGuiKey_PrintScreen,
1594
ImGuiKey_Pause,
1595
ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1596
ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1597
ImGuiKey_KeypadDecimal,
1598
ImGuiKey_KeypadDivide,
1599
ImGuiKey_KeypadMultiply,
1600
ImGuiKey_KeypadSubtract,
1601
ImGuiKey_KeypadAdd,
1602
ImGuiKey_KeypadEnter,
1603
ImGuiKey_KeypadEqual,
1604
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1605
ImGuiKey_AppForward,
1606
ImGuiKey_Oem102, // Non-US backslash.
1607
1608
// Gamepad
1609
// (analog values are 0.0f to 1.0f)
1610
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1611
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
1612
ImGuiKey_GamepadStart, // Menu | + | Options |
1613
ImGuiKey_GamepadBack, // View | - | Share |
1614
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1615
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
1616
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
1617
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
1618
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1619
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1620
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1621
ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1622
ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1623
ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1624
ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
1625
ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
1626
ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
1627
ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
1628
ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
1629
ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
1630
ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
1631
ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
1632
ImGuiKey_GamepadRStickLeft, // | | | [Analog]
1633
ImGuiKey_GamepadRStickRight, // | | | [Analog]
1634
ImGuiKey_GamepadRStickUp, // | | | [Analog]
1635
ImGuiKey_GamepadRStickDown, // | | | [Analog]
1636
1637
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1638
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1639
ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1640
1641
// [Internal] Reserved for mod storage
1642
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1643
1644
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1645
ImGuiKey_NamedKey_END,
1646
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1647
1648
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1649
// - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1650
// - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1651
// but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1652
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1653
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1654
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1655
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1656
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1657
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1658
ImGuiMod_None = 0,
1659
ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1660
ImGuiMod_Shift = 1 << 13, // Shift
1661
ImGuiMod_Alt = 1 << 14, // Option/Menu
1662
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1663
ImGuiMod_Mask_ = 0xF000, // 4-bits
1664
1665
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1666
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
1667
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1668
//ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1669
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1670
#endif
1671
};
1672
1673
// Flags for Shortcut(), SetNextItemShortcut(),
1674
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1675
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1676
enum ImGuiInputFlags_
1677
{
1678
ImGuiInputFlags_None = 0,
1679
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1680
1681
// Flags for Shortcut(), SetNextItemShortcut()
1682
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1683
// - Default policy is RouteFocused. Can select only 1 policy among all available.
1684
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1685
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1686
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1687
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1688
// - Routing options
1689
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1690
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1691
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1692
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1693
1694
// Flags for SetNextItemShortcut()
1695
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1696
};
1697
1698
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1699
enum ImGuiConfigFlags_
1700
{
1701
ImGuiConfigFlags_None = 0,
1702
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1703
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1704
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1705
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1706
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1707
1708
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1709
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1710
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1711
1712
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1713
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1714
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1715
#endif
1716
};
1717
1718
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1719
enum ImGuiBackendFlags_
1720
{
1721
ImGuiBackendFlags_None = 0,
1722
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1723
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1724
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1725
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1726
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
1727
};
1728
1729
// Enumeration for PushStyleColor() / PopStyleColor()
1730
enum ImGuiCol_
1731
{
1732
ImGuiCol_Text,
1733
ImGuiCol_TextDisabled,
1734
ImGuiCol_WindowBg, // Background of normal windows
1735
ImGuiCol_ChildBg, // Background of child windows
1736
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1737
ImGuiCol_Border,
1738
ImGuiCol_BorderShadow,
1739
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1740
ImGuiCol_FrameBgHovered,
1741
ImGuiCol_FrameBgActive,
1742
ImGuiCol_TitleBg, // Title bar
1743
ImGuiCol_TitleBgActive, // Title bar when focused
1744
ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1745
ImGuiCol_MenuBarBg,
1746
ImGuiCol_ScrollbarBg,
1747
ImGuiCol_ScrollbarGrab,
1748
ImGuiCol_ScrollbarGrabHovered,
1749
ImGuiCol_ScrollbarGrabActive,
1750
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1751
ImGuiCol_SliderGrab,
1752
ImGuiCol_SliderGrabActive,
1753
ImGuiCol_Button,
1754
ImGuiCol_ButtonHovered,
1755
ImGuiCol_ButtonActive,
1756
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1757
ImGuiCol_HeaderHovered,
1758
ImGuiCol_HeaderActive,
1759
ImGuiCol_Separator,
1760
ImGuiCol_SeparatorHovered,
1761
ImGuiCol_SeparatorActive,
1762
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1763
ImGuiCol_ResizeGripHovered,
1764
ImGuiCol_ResizeGripActive,
1765
ImGuiCol_InputTextCursor, // InputText cursor/caret
1766
ImGuiCol_TabHovered, // Tab background, when hovered
1767
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1768
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1769
ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1770
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1771
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1772
ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1773
ImGuiCol_PlotLines,
1774
ImGuiCol_PlotLinesHovered,
1775
ImGuiCol_PlotHistogram,
1776
ImGuiCol_PlotHistogramHovered,
1777
ImGuiCol_TableHeaderBg, // Table header background
1778
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1779
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1780
ImGuiCol_TableRowBg, // Table row background (even rows)
1781
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1782
ImGuiCol_TextLink, // Hyperlink color
1783
ImGuiCol_TextSelectedBg, // Selected text inside an InputText
1784
ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1785
ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target
1786
ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target
1787
ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs)
1788
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1789
ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
1790
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
1791
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1792
ImGuiCol_COUNT,
1793
1794
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1795
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1796
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1797
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1798
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1799
#endif
1800
};
1801
1802
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1803
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1804
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1805
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1806
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
1807
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1808
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
1809
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1810
enum ImGuiStyleVar_
1811
{
1812
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1813
ImGuiStyleVar_Alpha, // float Alpha
1814
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1815
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1816
ImGuiStyleVar_WindowRounding, // float WindowRounding
1817
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1818
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1819
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1820
ImGuiStyleVar_ChildRounding, // float ChildRounding
1821
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1822
ImGuiStyleVar_PopupRounding, // float PopupRounding
1823
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1824
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1825
ImGuiStyleVar_FrameRounding, // float FrameRounding
1826
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1827
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1828
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1829
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1830
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1831
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1832
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1833
ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding
1834
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1835
ImGuiStyleVar_GrabRounding, // float GrabRounding
1836
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1837
ImGuiStyleVar_TabRounding, // float TabRounding
1838
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1839
ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase
1840
ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink
1841
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1842
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1843
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1844
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1845
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
1846
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
1847
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1848
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1849
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1850
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1851
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1852
ImGuiStyleVar_ScrollStepSize, // ImVec2 ScrollStepSize
1853
ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth
1854
ImGuiStyleVar_COUNT
1855
};
1856
1857
// Flags for InvisibleButton() [extended in imgui_internal.h]
1858
enum ImGuiButtonFlags_
1859
{
1860
ImGuiButtonFlags_None = 0,
1861
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1862
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1863
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1864
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1865
ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1866
};
1867
1868
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1869
enum ImGuiColorEditFlags_
1870
{
1871
ImGuiColorEditFlags_None = 0,
1872
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1873
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1874
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1875
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1876
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1877
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1878
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1879
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1880
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1881
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1882
ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
1883
1884
// Alpha preview
1885
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1886
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1887
// - The new flags may be combined better and allow finer controls.
1888
ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
1889
ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1890
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1891
1892
// User Options (right-click on widget to change some of them).
1893
ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1894
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1895
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1896
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1897
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1898
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1899
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1900
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1901
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1902
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1903
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1904
1905
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1906
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1907
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1908
1909
// [Internal] Masks
1910
ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
1911
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1912
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1913
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1914
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1915
1916
// Obsolete names
1917
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1918
ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
1919
#endif
1920
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1921
};
1922
1923
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1924
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1925
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1926
enum ImGuiSliderFlags_
1927
{
1928
ImGuiSliderFlags_None = 0,
1929
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1930
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1931
ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
1932
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1933
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.
1934
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1935
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
1936
ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
1937
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1938
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
1939
};
1940
1941
// Identify a mouse button.
1942
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1943
enum ImGuiMouseButton_
1944
{
1945
ImGuiMouseButton_Left = 0,
1946
ImGuiMouseButton_Right = 1,
1947
ImGuiMouseButton_Middle = 2,
1948
ImGuiMouseButton_COUNT = 5
1949
};
1950
1951
// Enumeration for GetMouseCursor()
1952
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1953
enum ImGuiMouseCursor_
1954
{
1955
ImGuiMouseCursor_None = -1,
1956
ImGuiMouseCursor_Arrow = 0,
1957
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1958
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1959
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1960
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1961
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1962
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1963
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1964
ImGuiMouseCursor_Wait, // When waiting for something to process/load.
1965
ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
1966
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1967
ImGuiMouseCursor_COUNT
1968
};
1969
1970
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1971
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1972
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1973
// You can submit a change of pointer type using io.AddMouseSourceEvent().
1974
enum ImGuiMouseSource : int
1975
{
1976
ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1977
ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1978
ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1979
ImGuiMouseSource_COUNT
1980
};
1981
1982
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1983
// Represent a condition.
1984
// 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.
1985
enum ImGuiCond_
1986
{
1987
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1988
ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1989
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1990
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1991
ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1992
};
1993
1994
//-----------------------------------------------------------------------------
1995
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1996
//-----------------------------------------------------------------------------
1997
1998
// Flags for ImGui::BeginTable()
1999
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
2000
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
2001
// - The DEFAULT sizing policies are:
2002
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
2003
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
2004
// - When ScrollX is off:
2005
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
2006
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
2007
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
2008
// - Stretch Columns will share the remaining width according to their respective weight.
2009
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
2010
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
2011
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
2012
// - When ScrollX is on:
2013
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
2014
// - Columns sizing policy allowed: Fixed/Auto mostly.
2015
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
2016
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
2017
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2018
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
2019
// - Read on documentation at the top of imgui_tables.cpp for details.
2020
enum ImGuiTableFlags_
2021
{
2022
// Features
2023
ImGuiTableFlags_None = 0,
2024
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
2025
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
2026
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
2027
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2028
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file.
2029
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
2030
// Decorations
2031
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
2032
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
2033
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
2034
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
2035
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
2036
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
2037
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2038
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2039
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2040
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
2041
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2042
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
2043
// Sizing Policy (read above for defaults)
2044
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2045
ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
2046
ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2047
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2048
// Sizing Extra Options
2049
ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
2050
ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
2051
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
2052
ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
2053
// Clipping
2054
ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
2055
// Padding
2056
ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2057
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2058
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2059
// Scrolling
2060
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
2061
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2062
// Sorting
2063
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2064
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2065
// Miscellaneous
2066
ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2067
2068
// [Internal] Combinations and masks
2069
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2070
};
2071
2072
// Flags for ImGui::TableSetupColumn()
2073
enum ImGuiTableColumnFlags_
2074
{
2075
// Input configuration flags
2076
ImGuiTableColumnFlags_None = 0,
2077
ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2078
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2079
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2080
ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2081
ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2082
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2083
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2084
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2085
ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2086
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2087
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2088
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2089
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2090
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2091
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2092
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2093
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2094
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2095
ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2096
2097
// Output status flags, read-only via TableGetColumnFlags()
2098
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2099
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2100
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2101
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2102
2103
// [Internal] Combinations and masks
2104
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2105
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2106
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2107
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2108
};
2109
2110
// Flags for ImGui::TableNextRow()
2111
enum ImGuiTableRowFlags_
2112
{
2113
ImGuiTableRowFlags_None = 0,
2114
ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2115
};
2116
2117
// Enum for ImGui::TableSetBgColor()
2118
// Background colors are rendering in 3 layers:
2119
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2120
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2121
// - Layer 2: draw with CellBg color if set.
2122
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
2123
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2124
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2125
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2126
enum ImGuiTableBgTarget_
2127
{
2128
ImGuiTableBgTarget_None = 0,
2129
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2130
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2131
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2132
};
2133
2134
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2135
// Obtained by calling TableGetSortSpecs().
2136
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2137
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2138
struct ImGuiTableSortSpecs
2139
{
2140
const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2141
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2142
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2143
2144
ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2145
};
2146
2147
// Sorting specification for one column of a table (sizeof == 12 bytes)
2148
struct ImGuiTableColumnSortSpecs
2149
{
2150
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2151
ImS16 ColumnIndex; // Index of the column
2152
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2153
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2154
2155
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2156
};
2157
2158
//-----------------------------------------------------------------------------
2159
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2160
//-----------------------------------------------------------------------------
2161
2162
//-----------------------------------------------------------------------------
2163
// Debug Logging into ShowDebugLogWindow(), tty and more.
2164
//-----------------------------------------------------------------------------
2165
2166
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2167
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2168
#else
2169
#define IMGUI_DEBUG_LOG(...) ((void)0)
2170
#endif
2171
2172
//-----------------------------------------------------------------------------
2173
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2174
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2175
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
2176
//-----------------------------------------------------------------------------
2177
2178
struct ImNewWrapper {};
2179
inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2180
inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2181
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2182
#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2183
#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2184
#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2185
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2186
2187
//-----------------------------------------------------------------------------
2188
// ImVector<>
2189
// 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).
2190
//-----------------------------------------------------------------------------
2191
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2192
// - We use std-like naming convention here, which is a little unusual for this codebase.
2193
// - 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.
2194
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2195
// 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.
2196
//-----------------------------------------------------------------------------
2197
2198
IM_MSVC_RUNTIME_CHECKS_OFF
2199
template<typename T>
2200
struct ImVector
2201
{
2202
int Size;
2203
int Capacity;
2204
T* Data;
2205
2206
// Provide standard typedefs but we don't use them ourselves.
2207
typedef T value_type;
2208
typedef value_type* iterator;
2209
typedef const value_type* const_iterator;
2210
2211
// Constructors, destructor
2212
inline ImVector() { Size = Capacity = 0; Data = NULL; }
2213
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2214
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2215
inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2216
2217
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2218
inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2219
inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2220
2221
inline bool empty() const { return Size == 0; }
2222
inline int size() const { return Size; }
2223
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2224
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2225
inline int capacity() const { return Capacity; }
2226
inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2227
inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2228
2229
inline T* begin() { return Data; }
2230
inline const T* begin() const { return Data; }
2231
inline T* end() { return Data + Size; }
2232
inline const T* end() const { return Data + Size; }
2233
inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2234
inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2235
inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2236
inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2237
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2238
2239
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2240
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2241
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2242
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2243
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2244
inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2245
2246
// 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.
2247
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2248
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2249
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2250
inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2251
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2252
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2253
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2254
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2255
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2256
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2257
inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2258
inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2259
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2260
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2261
};
2262
IM_MSVC_RUNTIME_CHECKS_RESTORE
2263
2264
//-----------------------------------------------------------------------------
2265
// [SECTION] ImGuiStyle
2266
//-----------------------------------------------------------------------------
2267
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2268
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2269
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2270
//-----------------------------------------------------------------------------
2271
2272
struct ImGuiStyle
2273
{
2274
// Font scaling
2275
// - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2276
float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2277
float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
2278
float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2279
2280
float Alpha; // Global alpha applies to everything in Dear ImGui.
2281
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2282
ImVec2 WindowPadding; // Padding within a window.
2283
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2284
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2285
float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2286
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2287
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2288
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2289
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2290
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2291
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2292
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2293
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2294
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2295
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2296
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2297
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2298
ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2299
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
2300
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2301
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2302
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2303
float ScrollbarRounding; // Radius of grab corners for scrollbar.
2304
float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes).
2305
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2306
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2307
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2308
float ImageBorderSize; // Thickness of border around Image() calls.
2309
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2310
float TabBorderSize; // Thickness of border around tabs.
2311
float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2312
float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2313
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
2314
float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2315
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2316
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2317
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2318
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2319
ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2320
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2321
float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
2322
float DragDropTargetRounding; // Radius of the drag and drop target frame.
2323
float DragDropTargetBorderSize; // Thickness of the drag and drop target border.
2324
float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size.
2325
float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
2326
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2327
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2328
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2329
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2330
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2331
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2332
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2333
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2334
ImVec2 ScrollStepSize; // Step size for scrolling, 0.0f uses default ImGui behaviour.
2335
float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.
2336
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2337
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2338
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2339
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2340
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
2341
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2342
2343
// Colors
2344
ImVec4 Colors[ImGuiCol_COUNT];
2345
2346
// Behaviors
2347
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2348
float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2349
float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2350
float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2351
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2352
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2353
2354
// [Internal]
2355
float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
2356
float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
2357
2358
// Functions
2359
IMGUI_API ImGuiStyle();
2360
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
2361
2362
// Obsolete names
2363
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2364
// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2365
#endif
2366
};
2367
2368
//-----------------------------------------------------------------------------
2369
// [SECTION] ImGuiIO
2370
//-----------------------------------------------------------------------------
2371
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2372
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2373
// It is generally expected that:
2374
// - initialization: backends and user code writes to ImGuiIO.
2375
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2376
//-----------------------------------------------------------------------------
2377
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2378
//-----------------------------------------------------------------------------
2379
2380
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2381
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2382
struct ImGuiKeyData
2383
{
2384
bool Down; // True for if key is down
2385
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2386
float DownDurationPrev; // Last frame duration the key has been down
2387
float AnalogValue; // 0.0f..1.0f for gamepad values
2388
};
2389
2390
struct ImGuiIO
2391
{
2392
//------------------------------------------------------------------
2393
// Configuration // Default value
2394
//------------------------------------------------------------------
2395
2396
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2397
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2398
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2399
ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2400
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2401
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2402
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2403
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2404
void* UserData; // = NULL // Store your own data.
2405
2406
// Font system
2407
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2408
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2409
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel.
2410
2411
// Keyboard/Gamepad Navigation options
2412
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2413
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2414
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2415
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2416
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2417
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2418
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2419
2420
// Miscellaneous options
2421
// (you can visualize and interact with all options in 'Demo->Configuration')
2422
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2423
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2424
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2425
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2426
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2427
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2428
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2429
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2430
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2431
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2432
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2433
2434
// Inputs Behaviors
2435
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2436
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2437
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2438
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2439
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2440
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2441
2442
//------------------------------------------------------------------
2443
// Debug options
2444
//------------------------------------------------------------------
2445
2446
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2447
// - Error recovery is provided as a way to facilitate:
2448
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2449
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2450
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2451
// You not are not supposed to rely on it in the course of a normal application run.
2452
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2453
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2454
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2455
// Otherwise it would severely hinder your ability to catch and correct mistakes!
2456
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2457
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2458
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2459
// - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2460
bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2461
bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2462
bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2463
bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2464
2465
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2466
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2467
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2468
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
2469
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2470
2471
// Tools to detect code submitting items with conflicting/duplicate IDs
2472
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2473
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2474
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2475
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2476
bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2477
2478
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2479
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2480
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
2481
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2482
bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2483
bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2484
2485
// Option to deactivate io.AddFocusEvent(false) handling.
2486
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2487
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2488
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2489
2490
// Option to audit .ini data
2491
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2492
2493
//------------------------------------------------------------------
2494
// Platform Identifiers
2495
// (the imgui_impl_xxxx backend files are setting those up for you)
2496
//------------------------------------------------------------------
2497
2498
// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2499
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2500
const char* BackendPlatformName; // = NULL
2501
const char* BackendRendererName; // = NULL
2502
void* BackendPlatformUserData; // = NULL // User data for platform backend
2503
void* BackendRendererUserData; // = NULL // User data for renderer backend
2504
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2505
2506
//------------------------------------------------------------------
2507
// Input - Call before calling NewFrame()
2508
//------------------------------------------------------------------
2509
2510
// Input Functions
2511
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2512
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2513
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2514
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2515
IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2516
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2517
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2518
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2519
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2520
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2521
2522
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2523
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2524
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2525
IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2526
IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2527
2528
//------------------------------------------------------------------
2529
// Output - Updated by NewFrame() or EndFrame()/Render()
2530
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2531
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2532
//------------------------------------------------------------------
2533
2534
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2535
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2536
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2537
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2538
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2539
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2540
bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2541
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2542
int MetricsRenderVertices; // Vertices output during last call to Render()
2543
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2544
int MetricsRenderWindows; // Number of visible windows
2545
int MetricsActiveWindows; // Number of active windows
2546
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2547
2548
//------------------------------------------------------------------
2549
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2550
//------------------------------------------------------------------
2551
2552
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2553
2554
// Main Input State
2555
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2556
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2557
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2558
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2559
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
2560
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2561
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2562
bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
2563
bool KeyShift; // Keyboard modifier down: Shift
2564
bool KeyAlt; // Keyboard modifier down: Alt
2565
bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
2566
2567
// Other state maintained from data above + IO function calls
2568
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame()
2569
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2570
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2571
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2572
ImVec2 MouseClickedPos[5]; // Position at time of clicking
2573
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2574
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2575
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2576
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2577
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2578
bool MouseReleased[5]; // Mouse button went from Down to !Down
2579
double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2580
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2581
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2582
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2583
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
2584
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2585
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2586
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2587
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2588
bool AppFocusLost; // Only modify via AddFocusEvent()
2589
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2590
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2591
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2592
2593
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2594
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2595
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2596
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2597
// Read https://github.com/ocornut/imgui/issues/4921 for details.
2598
//int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2599
//bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2600
//float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2601
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2602
2603
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2604
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
2605
2606
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2607
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2608
const char* (*GetClipboardTextFn)(void* user_data);
2609
void (*SetClipboardTextFn)(void* user_data, const char* text);
2610
void* ClipboardUserData;
2611
2612
//void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
2613
#endif
2614
2615
IMGUI_API ImGuiIO();
2616
};
2617
2618
//-----------------------------------------------------------------------------
2619
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2620
//-----------------------------------------------------------------------------
2621
2622
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2623
// The callback function should return 0 by default.
2624
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2625
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2626
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2627
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2628
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2629
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2630
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2631
struct ImGuiInputTextCallbackData
2632
{
2633
ImGuiContext* Ctx; // Parent UI context
2634
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2635
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2636
void* UserData; // What user passed to InputText() // Read-only
2637
2638
// Arguments for the different callback events
2639
// - During Resize callback, Buf will be same as your input buffer.
2640
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2641
// - 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.
2642
// - 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.
2643
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2644
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2645
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2646
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2647
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2648
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2649
int CursorPos; // // Read-write // [Completion,History,Always]
2650
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection
2651
int SelectionEnd; // // Read-write // [Completion,History,Always]
2652
2653
// Helper functions for text manipulation.
2654
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2655
IMGUI_API ImGuiInputTextCallbackData();
2656
IMGUI_API void DeleteChars(int pos, int bytes_count);
2657
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2658
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2659
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2660
bool HasSelection() const { return SelectionStart != SelectionEnd; }
2661
};
2662
2663
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2664
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2665
struct ImGuiSizeCallbackData
2666
{
2667
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2668
ImVec2 Pos; // Read-only. Window position, for reference.
2669
ImVec2 CurrentSize; // Read-only. Current window size.
2670
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2671
};
2672
2673
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2674
struct ImGuiPayload
2675
{
2676
// Members
2677
void* Data; // Data (copied and owned by dear imgui)
2678
int DataSize; // Data size
2679
2680
// [Internal]
2681
ImGuiID SourceId; // Source item id
2682
ImGuiID SourceParentId; // Source parent id (if available)
2683
int DataFrameCount; // Data timestamp
2684
char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2685
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2686
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2687
2688
ImGuiPayload() { Clear(); }
2689
void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2690
bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2691
bool IsPreview() const { return Preview; }
2692
bool IsDelivery() const { return Delivery; }
2693
};
2694
2695
//-----------------------------------------------------------------------------
2696
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2697
//-----------------------------------------------------------------------------
2698
2699
// Helper: Unicode defines
2700
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2701
#ifdef IMGUI_USE_WCHAR32
2702
#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2703
#else
2704
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2705
#endif
2706
2707
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2708
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2709
struct ImGuiOnceUponAFrame
2710
{
2711
ImGuiOnceUponAFrame() { RefFrame = -1; }
2712
mutable int RefFrame;
2713
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2714
};
2715
2716
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2717
struct ImGuiTextFilter
2718
{
2719
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2720
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2721
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2722
IMGUI_API void Build();
2723
void Clear() { InputBuf[0] = 0; Build(); }
2724
bool IsActive() const { return !Filters.empty(); }
2725
2726
// [Internal]
2727
struct ImGuiTextRange
2728
{
2729
const char* b;
2730
const char* e;
2731
2732
ImGuiTextRange() { b = e = NULL; }
2733
ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2734
bool empty() const { return b == e; }
2735
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2736
};
2737
char InputBuf[256];
2738
ImVector<ImGuiTextRange>Filters;
2739
int CountGrep;
2740
};
2741
2742
// Helper: Growable text buffer for logging/accumulating text
2743
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2744
struct ImGuiTextBuffer
2745
{
2746
ImVector<char> Buf;
2747
IMGUI_API static char EmptyString[1];
2748
2749
ImGuiTextBuffer() { }
2750
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2751
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2752
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2753
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2754
bool empty() const { return Buf.Size <= 1; }
2755
void clear() { Buf.clear(); }
2756
void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2757
void reserve(int capacity) { Buf.reserve(capacity); }
2758
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2759
IMGUI_API void append(const char* str, const char* str_end = NULL);
2760
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2761
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2762
};
2763
2764
// [Internal] Key+Value for ImGuiStorage
2765
struct ImGuiStoragePair
2766
{
2767
ImGuiID key;
2768
union { int val_i; float val_f; void* val_p; };
2769
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2770
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2771
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2772
};
2773
2774
// Helper: Key->Value storage
2775
// Typically you don't have to worry about this since a storage is held within each Window.
2776
// We use it to e.g. store collapse state for a tree (Int 0/1)
2777
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2778
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2779
// - 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).
2780
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2781
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2782
struct ImGuiStorage
2783
{
2784
// [Internal]
2785
ImVector<ImGuiStoragePair> Data;
2786
2787
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2788
// - Set***() functions find pair, insertion on demand if missing.
2789
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2790
void Clear() { Data.clear(); }
2791
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2792
IMGUI_API void SetInt(ImGuiID key, int val);
2793
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2794
IMGUI_API void SetBool(ImGuiID key, bool val);
2795
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2796
IMGUI_API void SetFloat(ImGuiID key, float val);
2797
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2798
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2799
2800
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2801
// - 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.
2802
// - 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)
2803
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2804
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2805
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2806
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2807
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2808
2809
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2810
IMGUI_API void BuildSortByKey();
2811
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2812
IMGUI_API void SetAllInt(int val);
2813
2814
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2815
//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2816
#endif
2817
};
2818
2819
// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
2820
enum ImGuiListClipperFlags_
2821
{
2822
ImGuiListClipperFlags_None = 0,
2823
ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
2824
};
2825
2826
// Helper: Manually clip large list of items.
2827
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2828
// clipping based on visibility to only submit items that are in view.
2829
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2830
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2831
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2832
// scale using lists with tens of thousands of items without a problem)
2833
// Usage:
2834
// ImGuiListClipper clipper;
2835
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2836
// while (clipper.Step())
2837
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2838
// ImGui::Text("line number %d", i);
2839
// Generally what happens is:
2840
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2841
// - User code submit that one element.
2842
// - Clipper can measure the height of the first element
2843
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2844
// - User code submit visible elements.
2845
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2846
struct ImGuiListClipper
2847
{
2848
ImGuiContext* Ctx; // Parent UI context
2849
int DisplayStart; // First item to display, updated by each call to Step()
2850
int DisplayEnd; // End of items to display (exclusive)
2851
int ItemsCount; // [Internal] Number of items
2852
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2853
double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2854
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2855
void* TempData; // [Internal] Internal data
2856
ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed.
2857
2858
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
2859
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2860
IMGUI_API ImGuiListClipper();
2861
IMGUI_API ~ImGuiListClipper();
2862
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2863
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2864
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2865
2866
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2867
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2868
inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2869
IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2870
2871
// Seek cursor toward given item. This is automatically called while stepping.
2872
// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2873
// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2874
IMGUI_API void SeekCursorForItem(int item_index);
2875
2876
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2877
//inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2878
//inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2879
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2880
#endif
2881
};
2882
2883
// Helpers: ImVec2/ImVec4 operators
2884
// - It is important that we are keeping those disabled by default so they don't leak in user space.
2885
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2886
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2887
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
2888
#ifdef IMGUI_DEFINE_MATH_OPERATORS
2889
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2890
IM_MSVC_RUNTIME_CHECKS_OFF
2891
// ImVec2 operators
2892
inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2893
inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2894
inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2895
inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2896
inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2897
inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2898
inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2899
inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2900
inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2901
inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2902
inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2903
inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2904
inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2905
inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2906
inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2907
// ImVec4 operators
2908
inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
2909
inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
2910
inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2911
inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2912
inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2913
inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
2914
inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
2915
inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2916
inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2917
IM_MSVC_RUNTIME_CHECKS_RESTORE
2918
#endif
2919
2920
// Helpers macros to generate 32-bit encoded colors
2921
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2922
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
2923
#ifndef IM_COL32_R_SHIFT
2924
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2925
#define IM_COL32_R_SHIFT 16
2926
#define IM_COL32_G_SHIFT 8
2927
#define IM_COL32_B_SHIFT 0
2928
#define IM_COL32_A_SHIFT 24
2929
#define IM_COL32_A_MASK 0xFF000000
2930
#else
2931
#define IM_COL32_R_SHIFT 0
2932
#define IM_COL32_G_SHIFT 8
2933
#define IM_COL32_B_SHIFT 16
2934
#define IM_COL32_A_SHIFT 24
2935
#define IM_COL32_A_MASK 0xFF000000
2936
#endif
2937
#endif
2938
#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))
2939
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2940
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2941
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2942
2943
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2944
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2945
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2946
// **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.
2947
struct ImColor
2948
{
2949
ImVec4 Value;
2950
2951
constexpr ImColor() { }
2952
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2953
constexpr ImColor(const ImVec4& col) : Value(col) {}
2954
constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2955
constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2956
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2957
inline operator ImVec4() const { return Value; }
2958
2959
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2960
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
2961
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
2962
};
2963
2964
//-----------------------------------------------------------------------------
2965
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2966
//-----------------------------------------------------------------------------
2967
2968
// Multi-selection system
2969
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2970
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2971
// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
2972
// with support for clipper (skipping non-visible items), box-select and many other details.
2973
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2974
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2975
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2976
// - In the spirit of Dear ImGui design, your code owns actual selection data.
2977
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2978
// About ImGuiSelectionBasicStorage:
2979
// - This is an optional helper to store a selection state and apply selection requests.
2980
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2981
// Usage:
2982
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2983
// - Store and maintain actual selection data using persistent object identifiers.
2984
// - Usage flow:
2985
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2986
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2987
// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2988
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2989
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2990
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2991
// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2992
// About ImGuiSelectionUserData:
2993
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2994
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2995
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2996
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2997
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2998
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2999
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3000
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3001
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3002
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3003
3004
// Flags for BeginMultiSelect()
3005
enum ImGuiMultiSelectFlags_
3006
{
3007
ImGuiMultiSelectFlags_None = 0,
3008
ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
3009
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all.
3010
ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
3011
ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3012
ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
3013
ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
3014
ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
3015
ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
3016
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
3017
ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
3018
ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
3019
ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
3020
ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3021
ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
3022
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3023
//ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
3024
ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
3025
ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
3026
};
3027
3028
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
3029
// This mainly contains a list of selection requests.
3030
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
3031
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
3032
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
3033
struct ImGuiMultiSelectIO
3034
{
3035
//------------------------------------------// BeginMultiSelect / EndMultiSelect
3036
ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
3037
ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
3038
ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3039
bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
3040
bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3041
int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
3042
};
3043
3044
// Selection request type
3045
enum ImGuiSelectionRequestType
3046
{
3047
ImGuiSelectionRequestType_None = 0,
3048
ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
3049
ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
3050
};
3051
3052
// Selection request item
3053
struct ImGuiSelectionRequest
3054
{
3055
//------------------------------------------// BeginMultiSelect / EndMultiSelect
3056
ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
3057
bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3058
ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
3059
ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3060
ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3061
};
3062
3063
// Optional helper to store multi-selection state + apply multi-selection requests.
3064
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3065
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3066
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3067
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3068
// To store a multi-selection, in your application you could:
3069
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3070
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3071
// In ImGuiSelectionBasicStorage we:
3072
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3073
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3074
// - use decently optimized logic to allow queries and insertion of very large selection sets.
3075
// - do not preserve selection order.
3076
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3077
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3078
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3079
struct ImGuiSelectionBasicStorage
3080
{
3081
// Members
3082
int Size; // // Number of selected items, maintained by this helper.
3083
bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3084
void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3085
ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3086
int _SelectionOrder;// [Internal] Increasing counter to store selection order
3087
ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3088
3089
// Methods
3090
IMGUI_API ImGuiSelectionBasicStorage();
3091
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3092
IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3093
IMGUI_API void Clear(); // Clear selection
3094
IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3095
IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3096
IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3097
inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3098
};
3099
3100
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3101
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3102
struct ImGuiSelectionExternalStorage
3103
{
3104
// Members
3105
void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3106
void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3107
3108
// Methods
3109
IMGUI_API ImGuiSelectionExternalStorage();
3110
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3111
};
3112
3113
//-----------------------------------------------------------------------------
3114
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3115
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3116
//-----------------------------------------------------------------------------
3117
3118
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3119
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3120
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3121
#endif
3122
3123
// ImDrawIdx: vertex index. [Compile-time configurable type]
3124
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3125
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3126
#ifndef ImDrawIdx
3127
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3128
#endif
3129
3130
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3131
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3132
// you can poke into the draw list for that! Draw callback may be useful for example to:
3133
// A) Change your GPU render state,
3134
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3135
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3136
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
3137
#ifndef ImDrawCallback
3138
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3139
#endif
3140
3141
// Special Draw callback value to request renderer backend to reset the graphics/render state.
3142
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3143
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3144
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
3145
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3146
3147
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3148
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3149
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3150
// Backends made for <1.71. will typically ignore the VtxOffset fields.
3151
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3152
struct ImDrawCmd
3153
{
3154
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3155
ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3156
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
3157
unsigned int IdxOffset; // 4 // Start offset in index buffer.
3158
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
3159
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3160
void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3161
int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3162
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3163
3164
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3165
3166
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
3167
// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3168
inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)
3169
};
3170
3171
// Vertex layout
3172
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3173
struct ImDrawVert
3174
{
3175
ImVec2 pos;
3176
ImVec2 uv;
3177
ImU32 col;
3178
};
3179
#else
3180
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3181
// 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.
3182
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
3183
// 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.
3184
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3185
#endif
3186
3187
// [Internal] For use by ImDrawList
3188
struct ImDrawCmdHeader
3189
{
3190
ImVec4 ClipRect;
3191
ImTextureRef TexRef;
3192
unsigned int VtxOffset;
3193
};
3194
3195
// [Internal] For use by ImDrawListSplitter
3196
struct ImDrawChannel
3197
{
3198
ImVector<ImDrawCmd> _CmdBuffer;
3199
ImVector<ImDrawIdx> _IdxBuffer;
3200
};
3201
3202
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3203
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3204
struct ImDrawListSplitter
3205
{
3206
int _Current; // Current channel number (0)
3207
int _Count; // Number of active channels (1+)
3208
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3209
3210
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
3211
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3212
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3213
IMGUI_API void ClearFreeMemory();
3214
IMGUI_API void Split(ImDrawList* draw_list, int count);
3215
IMGUI_API void Merge(ImDrawList* draw_list);
3216
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3217
};
3218
3219
// Flags for ImDrawList functions
3220
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
3221
enum ImDrawFlags_
3222
{
3223
ImDrawFlags_None = 0,
3224
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3225
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3226
ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3227
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3228
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3229
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3230
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3231
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3232
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3233
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3234
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3235
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3236
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3237
};
3238
3239
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3240
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3241
enum ImDrawListFlags_
3242
{
3243
ImDrawListFlags_None = 0,
3244
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3245
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3246
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3247
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3248
};
3249
3250
// Draw command list
3251
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3252
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3253
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3254
// access the current window draw list and draw custom primitives.
3255
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3256
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3257
// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3258
// 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.
3259
struct ImDrawList
3260
{
3261
// This is what you have to render
3262
ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3263
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3264
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3265
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3266
3267
// [Internal, used while building lists]
3268
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3269
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3270
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3271
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3272
ImVector<ImVec2> _Path; // [Internal] current path building
3273
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3274
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3275
ImVector<ImVec4> _ClipRectStack; // [Internal]
3276
ImVector<ImTextureRef> _TextureStack; // [Internal]
3277
ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3278
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3279
const char* _OwnerName; // Pointer to owner window's name for debugging
3280
3281
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3282
// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3283
IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3284
IMGUI_API ~ImDrawList();
3285
3286
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
3287
IMGUI_API void PushClipRectFullScreen();
3288
IMGUI_API void PopClipRect();
3289
IMGUI_API void PushTexture(ImTextureRef tex_ref);
3290
IMGUI_API void PopTexture();
3291
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3292
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3293
3294
// Primitives
3295
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3296
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3297
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3298
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3299
// In future versions we will use textures to provide cheaper and higher-quality circles.
3300
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3301
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3302
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
3303
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3304
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
3305
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3306
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3307
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3308
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3309
IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3310
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3311
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3312
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3313
IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3314
IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3315
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3316
IMGUI_API void AddText(ImFont* font, float font_size, float font_weight, 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);
3317
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
3318
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
3319
3320
// General polygon
3321
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3322
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
3323
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3324
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3325
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3326
3327
// Image primitives
3328
// - Read FAQ to understand what ImTextureID/ImTextureRef are.
3329
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3330
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
3331
IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3332
IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3333
IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3334
3335
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3336
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3337
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3338
inline void PathClear() { _Path.Size = 0; }
3339
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3340
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3341
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3342
inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3343
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3344
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3345
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
3346
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3347
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3348
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3349
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3350
3351
// Advanced: Draw Callbacks
3352
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3353
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3354
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3355
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3356
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3357
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3358
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3359
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3360
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3361
3362
// Advanced: Miscellaneous
3363
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
3364
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
3365
3366
// Advanced: Channels
3367
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3368
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
3369
// - This API shouldn't have been in ImDrawList in the first place!
3370
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3371
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3372
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3373
inline void ChannelsMerge() { _Splitter.Merge(this); }
3374
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3375
3376
// Advanced: Primitives allocations
3377
// - We render triangles (three vertices)
3378
// - All primitives needs to be reserved via PrimReserve() beforehand.
3379
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3380
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3381
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3382
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3383
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
3384
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3385
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3386
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3387
3388
// Obsolete names
3389
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3390
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
3391
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
3392
#endif
3393
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3394
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3395
//inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3396
//inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3397
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3398
3399
// [Internal helpers]
3400
IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
3401
IMGUI_API void _ResetForNewFrame();
3402
IMGUI_API void _ClearFreeMemory();
3403
IMGUI_API void _PopUnusedDrawCmd();
3404
IMGUI_API void _TryMergeDrawCmds();
3405
IMGUI_API void _OnChangedClipRect();
3406
IMGUI_API void _OnChangedTexture();
3407
IMGUI_API void _OnChangedVtxOffset();
3408
IMGUI_API void _SetTexture(ImTextureRef tex_ref);
3409
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3410
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3411
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3412
};
3413
3414
// All draw data to render a Dear ImGui frame
3415
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3416
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3417
struct ImDrawData
3418
{
3419
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3420
int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
3421
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3422
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3423
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3424
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3425
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3426
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3427
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3428
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
3429
3430
// Functions
3431
ImDrawData() { Clear(); }
3432
IMGUI_API void Clear();
3433
IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3434
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
3435
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3436
};
3437
3438
//-----------------------------------------------------------------------------
3439
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3440
//-----------------------------------------------------------------------------
3441
// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3442
// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3443
// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3444
//-----------------------------------------------------------------------------
3445
3446
#undef Status // X11 headers are leaking this.
3447
3448
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3449
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3450
enum ImTextureFormat
3451
{
3452
ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3453
ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3454
};
3455
3456
// Status of a texture to communicate with Renderer Backend.
3457
enum ImTextureStatus
3458
{
3459
ImTextureStatus_OK,
3460
ImTextureStatus_Destroyed, // Backend destroyed the texture.
3461
ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
3462
ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3463
ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
3464
};
3465
3466
// Coordinates of a rectangle within a texture.
3467
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3468
// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3469
struct ImTextureRect
3470
{
3471
unsigned short x, y; // Upper-left coordinates of rectangle to update
3472
unsigned short w, h; // Size of rectangle to update (in pixels)
3473
};
3474
3475
// Specs and pixel storage for a texture used by Dear ImGui.
3476
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3477
// Renderer Backends will create a GPU-side version of this.
3478
// Why does we store two identifiers: TexID and BackendUserData?
3479
// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3480
// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3481
// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3482
struct ImTextureData
3483
{
3484
//------------------------------------------ core / backend ---------------------------------------
3485
int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3486
ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3487
void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
3488
ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3489
ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3490
int Width; // w r // Texture width
3491
int Height; // w r // Texture height
3492
int BytesPerPixel; // w r // 4 or 1
3493
unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3494
ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
3495
ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
3496
ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
3497
int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3498
unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
3499
bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3500
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3501
3502
// Functions
3503
ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
3504
~ImTextureData() { DestroyPixels(); }
3505
IMGUI_API void Create(ImTextureFormat format, int w, int h);
3506
IMGUI_API void DestroyPixels();
3507
void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
3508
void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3509
int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
3510
int GetPitch() const { return Width * BytesPerPixel; }
3511
ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3512
ImTextureID GetTexID() const { return TexID; }
3513
3514
// Called by Renderer backend
3515
// - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
3516
// - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
3517
void SetTexID(ImTextureID tex_id) { TexID = tex_id; }
3518
void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; }
3519
};
3520
3521
//-----------------------------------------------------------------------------
3522
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3523
//-----------------------------------------------------------------------------
3524
3525
// A font input/source (we may rename this to ImFontSource in the future)
3526
struct ImFontConfig
3527
{
3528
// Data Source
3529
char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
3530
void* FontData; // // TTF/OTF data
3531
int FontDataSize; // // TTF/OTF data size
3532
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
3533
3534
// Options
3535
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
3536
bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! 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.
3537
ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3538
ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3539
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3540
float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height).
3541
float Weight;
3542
const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3543
const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3544
//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3545
ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3546
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3547
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3548
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3549
ImU32 FontNo; // 0 // Index of font within TTF/OTF file
3550
unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3551
//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags.
3552
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3553
float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3554
float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels.
3555
3556
// [Internal]
3557
ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3558
ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3559
const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
3560
void* FontLoaderData; // Font loader opaque storage (per font config)
3561
3562
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3563
bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
3564
#endif
3565
IMGUI_API ImFontConfig();
3566
};
3567
3568
// Hold rendering data for one glyph.
3569
// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3570
struct ImFontGlyph
3571
{
3572
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3573
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3574
unsigned int SourceIdx : 4; // Index of source in parent font
3575
unsigned int Codepoint : 26; // 0x0000..0x10FFFF
3576
float AdvanceX; // Horizontal distance to advance cursor/layout position.
3577
float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
3578
float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3579
int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3580
3581
ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; }
3582
};
3583
3584
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3585
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3586
struct ImFontGlyphRangesBuilder
3587
{
3588
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3589
3590
ImFontGlyphRangesBuilder() { Clear(); }
3591
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
3592
inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3593
inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3594
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3595
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3596
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3597
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3598
};
3599
3600
// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3601
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3602
typedef int ImFontAtlasRectId;
3603
#define ImFontAtlasRectId_Invalid -1
3604
3605
// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3606
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3607
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3608
struct ImFontAtlasRect
3609
{
3610
unsigned short x, y; // Position (in current texture)
3611
unsigned short w, h; // Size
3612
ImVec2 uv0, uv1; // UV coordinates (in current texture)
3613
3614
ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }
3615
};
3616
3617
// Flags for ImFontAtlas build
3618
enum ImFontAtlasFlags_
3619
{
3620
ImFontAtlasFlags_None = 0,
3621
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3622
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3623
ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3624
};
3625
3626
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3627
// - One or more fonts.
3628
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3629
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3630
// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3631
// It is the rendering backend responsibility to upload texture into your graphics API:
3632
// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3633
// - Backend then set ImTextureData's TexID and BackendUserData.
3634
// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3635
// Legacy path:
3636
// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3637
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3638
// Common pitfalls:
3639
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3640
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3641
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3642
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3643
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3644
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3645
struct ImFontAtlas
3646
{
3647
IMGUI_API ImFontAtlas();
3648
IMGUI_API ~ImFontAtlas();
3649
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3650
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
3651
IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size.
3652
IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
3653
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3654
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, float weight = 0.0f, 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.
3655
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3656
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, float weight = 0.0f, 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.
3657
IMGUI_API void RemoveFont(ImFont* font);
3658
3659
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures).
3660
IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
3661
IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
3662
3663
// As we are transitioning toward a new font system, we expect to obsolete those soon:
3664
IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3665
IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
3666
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3667
3668
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3669
// Legacy path for build atlas + retrieving pixel data.
3670
// - 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().
3671
// - The pitch is always = Width * BytesPerPixels (1 or 4)
3672
// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3673
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
3674
// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3675
// - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3676
// - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3677
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3678
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3679
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3680
void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
3681
void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3682
bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3683
#endif
3684
3685
//-------------------------------------------
3686
// Glyph Ranges
3687
//-------------------------------------------
3688
3689
// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3690
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3691
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3692
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3693
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
3694
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3695
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3696
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3697
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3698
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3699
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3700
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3701
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3702
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3703
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3704
#endif
3705
3706
//-------------------------------------------
3707
// [ALPHA] Custom Rectangles/Glyphs API
3708
//-------------------------------------------
3709
3710
// Register and retrieve custom rectangles
3711
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3712
// - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
3713
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3714
// - VERY IMPORTANT:
3715
// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3716
// - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3717
// - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3718
// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3719
// - Read docs/FONTS.md for more details about using colorful icons.
3720
// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3721
// - (Pre-1.92 names) ------------> (1.92 names)
3722
// - GetCustomRectByIndex() --> Use GetCustomRect()
3723
// - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3724
// - AddCustomRectRegular() --> Renamed to AddCustomRect()
3725
// - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3726
// - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3727
IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3728
IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3729
IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3730
3731
//-------------------------------------------
3732
// Members
3733
//-------------------------------------------
3734
3735
// Input
3736
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3737
ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3738
int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3739
int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
3740
int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
3741
int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
3742
int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
3743
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3744
3745
// Output
3746
// - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3747
// - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
3748
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3749
ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
3750
#else
3751
union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
3752
#endif
3753
ImTextureData* TexData; // Latest texture.
3754
3755
// [Internal]
3756
ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3757
bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3758
bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3759
bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3760
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
3761
ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3762
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
3763
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
3764
ImVector<ImFontConfig> Sources; // Source/configuration data
3765
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3766
int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
3767
int FontNextUniqueID; // Next value to be stored in ImFont->FontID
3768
ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3769
ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3770
const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3771
const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
3772
void* FontLoaderData; // Font backend opaque storage
3773
unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3774
int RefCount; // Number of contexts using this atlas
3775
ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
3776
3777
// [Obsolete]
3778
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3779
// Legacy: You can 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. --> Prefer using a custom ImFontLoader.
3780
ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
3781
inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0
3782
inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
3783
inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0
3784
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
3785
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, float font_weight, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0
3786
#endif
3787
//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
3788
//int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling 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.
3789
//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0
3790
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3791
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3792
};
3793
3794
// Font runtime data for a given size
3795
// Important: pointers to ImFontBaked are only valid for the current frame.
3796
struct ImFontBaked
3797
{
3798
// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3799
ImVector<float> IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3800
float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
3801
float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3802
float RasterizerDensity; // 4 // in // Density this is baked at
3803
float Weight;
3804
3805
// [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3806
ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3807
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3808
int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
3809
3810
// [Internal] Members: Cold
3811
float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3812
unsigned int MetricsTotalSurface:26;// 3 // 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)
3813
unsigned int WantDestroy:1; // 0 // // Queued for destroy
3814
unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls.
3815
unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
3816
int LastUsedFrame; // 4 // // Record of that time this was bounds
3817
ImGuiID BakedId; // 4 // // Unique ID for this baked storage
3818
ImFont* OwnerFont; // 4-8 // in // Parent font
3819
void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
3820
3821
// Functions
3822
IMGUI_API ImFontBaked();
3823
IMGUI_API void ClearOutputData();
3824
IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
3825
IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
3826
IMGUI_API float GetCharAdvance(ImWchar c);
3827
IMGUI_API bool IsGlyphLoaded(ImWchar c);
3828
};
3829
3830
// Font flags
3831
// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
3832
enum ImFontFlags_
3833
{
3834
ImFontFlags_None = 0,
3835
ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
3836
ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
3837
ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
3838
};
3839
3840
// Font runtime data and rendering
3841
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
3842
// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
3843
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
3844
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
3845
struct ImFont
3846
{
3847
// [Internal] Members: Hot ~12-20 bytes
3848
ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
3849
ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into.
3850
ImFontFlags Flags; // 4 // Font flags.
3851
float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
3852
3853
// [Internal] Members: Cold ~24-52 bytes
3854
// Conceptually Sources[] is the list of font sources merged to create this font.
3855
ImGuiID FontId; // Unique identifier for the font
3856
float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
3857
ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
3858
float DefaultWeight; // 4 // in // Default font weight
3859
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
3860
ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3861
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3862
bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
3863
ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
3864
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3865
float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3866
#endif
3867
3868
// Methods
3869
IMGUI_API ImFont();
3870
IMGUI_API ~ImFont();
3871
IMGUI_API bool IsGlyphInFont(ImWchar c);
3872
bool IsLoaded() const { return OwnerAtlas != NULL; }
3873
const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
3874
3875
// [Internal] Don't use!
3876
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3877
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3878
IMGUI_API ImFontBaked* GetFontBaked(float font_size, float font_weight, float density = -1.0f); // Get or create baked data for given size
3879
IMGUI_API ImVec2 CalcTextSizeA(float size, float weight, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL);
3880
IMGUI_API const char* CalcWordWrapPosition(float size, float weight, const char* text, const char* text_end, float wrap_width);
3881
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, float weight, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
3882
IMGUI_API void RenderText(ImDrawList* draw_list, float size, float weight, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0);
3883
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3884
inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, DefaultWeight, text, text_end, wrap_width); }
3885
#endif
3886
3887
// [Internal] Don't use!
3888
IMGUI_API void ClearOutputData();
3889
IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
3890
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3891
};
3892
3893
// This is provided for consistency (but we don't actually use this)
3894
inline ImTextureID ImTextureRef::GetTexID() const
3895
{
3896
IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
3897
return _TexData ? _TexData->TexID : _TexID;
3898
}
3899
3900
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
3901
inline ImTextureID ImDrawCmd::GetTexID() const
3902
{
3903
// If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
3904
// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
3905
ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
3906
if (TexRef._TexData != NULL)
3907
IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
3908
return tex_id;
3909
}
3910
3911
//-----------------------------------------------------------------------------
3912
// [SECTION] Viewports
3913
//-----------------------------------------------------------------------------
3914
3915
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3916
enum ImGuiViewportFlags_
3917
{
3918
ImGuiViewportFlags_None = 0,
3919
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3920
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3921
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
3922
};
3923
3924
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3925
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
3926
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3927
// - About Main Area vs Work Area:
3928
// - Main Area = entire viewport.
3929
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3930
// - Windows are generally trying to stay within the Work Area of their host viewport.
3931
struct ImGuiViewport
3932
{
3933
ImGuiID ID; // Unique identifier for the viewport
3934
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3935
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3936
ImVec2 Size; // Main Area: Size of the viewport.
3937
ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
3938
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3939
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3940
3941
// Platform/Backend Dependent Data
3942
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
3943
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
3944
3945
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3946
3947
// Helpers
3948
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3949
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3950
};
3951
3952
//-----------------------------------------------------------------------------
3953
// [SECTION] Platform Dependent Interfaces
3954
//-----------------------------------------------------------------------------
3955
3956
// Access via ImGui::GetPlatformIO()
3957
struct ImGuiPlatformIO
3958
{
3959
IMGUI_API ImGuiPlatformIO();
3960
3961
//------------------------------------------------------------------
3962
// Input - Interface with OS and Platform backend (most common stuff)
3963
//------------------------------------------------------------------
3964
3965
// Optional: Access OS clipboard
3966
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3967
const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3968
void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3969
void* Platform_ClipboardUserData;
3970
3971
// Optional: Open link/folder/file in OS Shell
3972
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
3973
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3974
void* Platform_OpenInShellUserData;
3975
3976
// 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)
3977
// (default to use native imm32 api on Windows)
3978
void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3979
void* Platform_ImeUserData;
3980
//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3981
3982
// Optional: Platform locale
3983
// [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3984
ImWchar Platform_LocaleDecimalPoint; // '.'
3985
3986
//------------------------------------------------------------------
3987
// Input - Interface with Renderer Backend
3988
//------------------------------------------------------------------
3989
3990
// Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
3991
int Renderer_TextureMaxWidth;
3992
int Renderer_TextureMaxHeight;
3993
3994
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
3995
void* Renderer_RenderState;
3996
3997
//------------------------------------------------------------------
3998
// Output
3999
//------------------------------------------------------------------
4000
4001
// Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4002
// The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4003
ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4004
4005
//------------------------------------------------------------------
4006
// Functions
4007
//------------------------------------------------------------------
4008
4009
IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
4010
IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
4011
};
4012
4013
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4014
struct ImGuiPlatformImeData
4015
{
4016
bool WantVisible; // A widget wants the IME to be visible.
4017
bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4018
ImVec2 InputPos; // Position of input cursor (for IME).
4019
float InputLineHeight; // Line height (for IME).
4020
ImGuiID ViewportId; // ID of platform window/viewport.
4021
4022
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
4023
};
4024
4025
//-----------------------------------------------------------------------------
4026
// [SECTION] Obsolete functions and types
4027
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
4028
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
4029
//-----------------------------------------------------------------------------
4030
4031
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4032
namespace ImGui
4033
{
4034
// OBSOLETED in 1.92.0 (from June 2025)
4035
inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f, font ? font->DefaultWeight : -1.0f); }
4036
IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4037
// OBSOLETED in 1.91.9 (from February 2025)
4038
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
4039
// OBSOLETED in 1.91.0 (from July 2024)
4040
inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
4041
inline void PopButtonRepeat() { PopItemFlag(); }
4042
inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4043
inline void PopTabStop() { PopItemFlag(); }
4044
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4045
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4046
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4047
// OBSOLETED in 1.90.0 (from September 2023)
4048
inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
4049
inline void EndChildFrame() { EndChild(); }
4050
//inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
4051
//inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
4052
inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
4053
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
4054
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
4055
4056
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4057
// OBSOLETED in 1.89.7 (from June 2023)
4058
//IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item.
4059
//-- OBSOLETED in 1.89.4 (from March 2023)
4060
//static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4061
//static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
4062
//-- OBSOLETED in 1.89 (from August 2022)
4063
//IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
4064
//-- OBSOLETED in 1.88 (from May 2022)
4065
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
4066
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
4067
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
4068
//IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
4069
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
4070
//-- OBSOLETED in 1.86 (from November 2021)
4071
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
4072
//-- OBSOLETED in 1.85 (from August 2021)
4073
//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4074
//-- OBSOLETED in 1.81 (from February 2021)
4075
//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
4076
//static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
4077
//static inline void ListBoxFooter() { EndListBox(); }
4078
//-- OBSOLETED in 1.79 (from August 2020)
4079
//static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
4080
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
4081
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
4082
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4083
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4084
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4085
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4086
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4087
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4088
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4089
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4090
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4091
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4092
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4093
//-- OBSOLETED in 1.77 and before
4094
//static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
4095
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
4096
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
4097
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
4098
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
4099
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
4100
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
4101
//-- OBSOLETED in 1.60 and before
4102
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
4103
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4104
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4105
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4106
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4107
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4108
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4109
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
4110
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4111
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4112
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4113
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4114
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
4115
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4116
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4117
//-- OBSOLETED in 1.50 and before
4118
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
4119
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
4120
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
4121
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
4122
}
4123
4124
//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
4125
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
4126
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4127
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4128
// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4129
typedef ImFontAtlasRect ImFontAtlasCustomRect;
4130
/*struct ImFontAtlasCustomRect
4131
{
4132
unsigned short X, Y; // Output // Packed position in Atlas
4133
unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
4134
unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4135
unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4136
float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4137
ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4138
ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4139
ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4140
bool IsPacked() const { return X != 0xFFFF; }
4141
};*/
4142
4143
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4144
//typedef ImDrawFlags ImDrawCornerFlags;
4145
//enum ImDrawCornerFlags_
4146
//{
4147
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4148
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4149
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4150
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4151
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4152
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
4153
// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4154
// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4155
// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4156
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4157
//};
4158
4159
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4160
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
4161
//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
4162
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4163
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4164
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4165
4166
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
4167
4168
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4169
4170
#define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF
4171
4172
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4173
#ifdef IMGUI_DISABLE_METRICS_WINDOW
4174
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4175
#endif
4176
4177
//-----------------------------------------------------------------------------
4178
4179
#if defined(__clang__)
4180
#pragma clang diagnostic pop
4181
#elif defined(__GNUC__)
4182
#pragma GCC diagnostic pop
4183
#endif
4184
4185
#ifdef _MSC_VER
4186
#pragma warning (pop)
4187
#endif
4188
4189
// Include imgui_user.h at the end of imgui.h
4190
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4191
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4192
#ifdef IMGUI_USER_H_FILENAME
4193
#include IMGUI_USER_H_FILENAME
4194
#else
4195
#include "imgui_user.h"
4196
#endif
4197
#endif
4198
4199
#endif // #ifndef IMGUI_DISABLE
4200
4201