// dear imgui, v1.92.01// (headers)23// Help:4// - See links below.5// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.6// - Read top of imgui.cpp for more details, links and comments.7// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.89// Resources:10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)11// - Homepage ................... https://github.com/ocornut/imgui12// - Releases & changelog ....... https://github.com/ocornut/imgui/releases13// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)18// - Glossary https://github.com/ocornut/imgui/wiki/Glossary19// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui21// - Issues & support ........... https://github.com/ocornut/imgui/issues22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)2324// For first-time users having issues compiling/linking/running/loading fonts:25// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.26// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.2728// Library Version29// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')30#define IMGUI_VERSION "1.92.0"31#define IMGUI_VERSION_NUM 1920032#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 1800033#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 191983435/*3637Index of this file:38// [SECTION] Header mess39// [SECTION] Forward declarations and basic types40// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)41// [SECTION] Dear ImGui end-user API functions42// [SECTION] Flags & Enumerations43// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)44// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>45// [SECTION] ImGuiStyle46// [SECTION] ImGuiIO47// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)48// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)49// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)50// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)51// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)52// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)53// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)54// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)55// [SECTION] Obsolete functions and types5657*/5859#pragma once6061// Configuration file with compile-time options62// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)63#ifdef IMGUI_USER_CONFIG64#include IMGUI_USER_CONFIG65#endif66#include "imconfig.h"6768#ifndef IMGUI_DISABLE6970//-----------------------------------------------------------------------------71// [SECTION] Header mess72//-----------------------------------------------------------------------------7374// Includes75#include <float.h> // FLT_MIN, FLT_MAX76#include <stdarg.h> // va_list, va_start, va_end77#include <stddef.h> // ptrdiff_t, NULL78#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp7980// Define attributes of all API symbols declarations (e.g. for DLL under Windows)81// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)82// 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.83#ifndef IMGUI_API84#define IMGUI_API85#endif86#ifndef IMGUI_IMPL_API87#define IMGUI_IMPL_API IMGUI_API88#endif8990// Helper Macros91#ifndef IM_ASSERT92#include <assert.h>93#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h94#endif95#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!96#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.9798// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.99#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))100101// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.102// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different103// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))104#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)105#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))106#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))107#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))108#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))109#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))110#else111#define IM_FMTARGS(FMT)112#define IM_FMTLIST(FMT)113#endif114115// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)116#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)117#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))118#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))119#else120#define IM_MSVC_RUNTIME_CHECKS_OFF121#define IM_MSVC_RUNTIME_CHECKS_RESTORE122#endif123124// Warnings125#ifdef _MSC_VER126#pragma warning (push)127#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).128#endif129#if defined(__clang__)130#pragma clang diagnostic push131#if __has_warning("-Wunknown-warning-option")132#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'133#endif134#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'135#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast136#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe137#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant138#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter139#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access140#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type141#elif defined(__GNUC__)142#pragma GCC diagnostic push143#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind144#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe145#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 instead146#endif147148//-----------------------------------------------------------------------------149// [SECTION] Forward declarations and basic types150//-----------------------------------------------------------------------------151152// Scalar data types153typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)154typedef signed char ImS8; // 8-bit signed integer155typedef unsigned char ImU8; // 8-bit unsigned integer156typedef signed short ImS16; // 16-bit signed integer157typedef unsigned short ImU16; // 16-bit unsigned integer158typedef signed int ImS32; // 32-bit signed integer == int159typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)160typedef signed long long ImS64; // 64-bit signed integer161typedef unsigned long long ImU64; // 64-bit unsigned integer162163// Forward declarations: ImDrawList, ImFontAtlas layer164struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()165struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)166struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.167struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)168struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)169struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.170struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)171struct ImFont; // Runtime data for a single font within a parent ImFontAtlas172struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader173struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas174struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.175struct ImFontBaked; // Baked data for a ImFont at a given size.176struct ImFontConfig; // Configuration data when adding a font or merging fonts177struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)178struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data179struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).180struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.181struct ImTextureRect; // Coordinates of a rectangle within a texture.182struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)183184// Forward declarations: ImGui layer185struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)186struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)187struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)188struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.189struct ImGuiListClipper; // Helper to manually clip large list of items190struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block191struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame192struct ImGuiPayload; // User data payload for drag and drop operations193struct 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.194struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.195struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.196struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.197struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)198struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)199struct ImGuiStorage; // Helper for key->value storage (container sorted by key)200struct ImGuiStoragePair; // Helper for key->value storage (pair)201struct ImGuiStyle; // Runtime data for styling/colors202struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)203struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table204struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)205struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")206struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor207208// Enumerations209// - 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)210// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!211// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.212// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.213// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.214enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)215enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)216enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)217enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)218typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling219typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions220typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type221typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)222typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape223typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling224typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()225226// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)227// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!228// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.229// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.230// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.231typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions232typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance233typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont234typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas235typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags236typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()237typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()238typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.239typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags240typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()241typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()242typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()243typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.244typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()245typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()246typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items247typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.248typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()249typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()250typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()251typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.252typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()253typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()254typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()255typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()256typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()257typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()258typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport259typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()260261// Character types262// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)263typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.264typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.265#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]266typedef ImWchar32 ImWchar;267#else268typedef ImWchar16 ImWchar;269#endif270271// Multi-Selection item index or identifier when using BeginMultiSelect()272// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.273// - 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.274typedef ImS64 ImGuiSelectionUserData;275276// Callback and functions types277typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()278typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()279typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()280typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()281282// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]283// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.284// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.285IM_MSVC_RUNTIME_CHECKS_OFF286struct ImVec2287{288float x, y;289constexpr ImVec2() : x(0.0f), y(0.0f) { }290constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }291float& 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.292float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }293#ifdef IM_VEC2_CLASS_EXTRA294IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.295#endif296};297298// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]299struct ImVec4300{301float x, y, z, w;302constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }303constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }304#ifdef IM_VEC4_CLASS_EXTRA305IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.306#endif307};308IM_MSVC_RUNTIME_CHECKS_RESTORE309310//-----------------------------------------------------------------------------311// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)312//-----------------------------------------------------------------------------313314// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.315// [Compile-time configurable type]316// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.317// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;318// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).319// - User may submit their own textures to e.g. ImGui::Image() function by passing the same type.320// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a321// ImTextureRef, which is stored inside a ImDrawCmd.322// - Compile-time type configuration:323// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.324// - This can be whatever to you want it to be! read the FAQ entry about textures for details.325// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various326// constructors if you like. You will need to implement ==/!= operators.327// History:328// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.329// - In v1.92.0 (2025/XX/XX): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef330#ifndef ImTextureID331typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.332#endif333334// Define this if you need 0 to be a valid ImTextureID for your backend.335#ifndef ImTextureID_Invalid336#define ImTextureID_Invalid ((ImTextureID)0)337#endif338339// ImTextureRef = higher-level identifier for a texture.340// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.341// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.342// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.343// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.344// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection345// to extract the ImTextureID value during rendering, after texture upload has happened.346// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this347// to be useful to the end-user, and it would be erroneously called by many legacy code.348// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.349// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.350// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }351// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.352// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.353IM_MSVC_RUNTIME_CHECKS_OFF354struct ImTextureRef355{356ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }357ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }358#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)359ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID360#endif361362inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.363364// Members (either are set, never both!)365ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.366ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.367};368IM_MSVC_RUNTIME_CHECKS_RESTORE369370//-----------------------------------------------------------------------------371// [SECTION] Dear ImGui end-user API functions372// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)373//-----------------------------------------------------------------------------374375namespace ImGui376{377// Context creation and access378// - 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.379// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()380// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.381IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);382IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context383IMGUI_API ImGuiContext* GetCurrentContext();384IMGUI_API void SetCurrentContext(ImGuiContext* ctx);385386// Main387IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)388IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)389IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!390IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().391IMGUI_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!392IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().393IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.394395// Demo, Debug, Information396IMGUI_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!397IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.398IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.399IMGUI_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.400IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.401IMGUI_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)402IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.403IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.404IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).405IMGUI_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)406407// Styles408IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)409IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font410IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style411412// Windows413// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.414// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,415// which clicking will set the boolean to false when clicked.416// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.417// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().418// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting419// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!420// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions421// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding422// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]423// - Note that the bottom of window stack always contains a window called "Debug".424IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);425IMGUI_API void End();426427// Child Windows428// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.429// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".430// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.431// Consider updating your old code:432// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);433// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);434// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):435// == 0.0f: use remaining parent window size for this axis.436// > 0.0f: use specified size for this axis.437// < 0.0f: right/bottom-align to specified distance from available content boundaries.438// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.439// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.440// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting441// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.442// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions443// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding444// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]445IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);446IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);447IMGUI_API void EndChild();448449// Windows Utilities450// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.451IMGUI_API bool IsWindowAppearing();452IMGUI_API bool IsWindowCollapsed();453IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.454IMGUI_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.455IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives456IMGUI_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)457IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)458IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.459IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.460461// Window manipulation462// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).463IMGUI_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.464IMGUI_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()465IMGUI_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.466IMGUI_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()467IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()468IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()469IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).470IMGUI_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.471IMGUI_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.472IMGUI_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.473IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().474IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().475IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.476IMGUI_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.477IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state478IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.479480// Windows Scrolling481// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().482// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().483IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]484IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]485IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]486IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]487IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x488IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y489IMGUI_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.490IMGUI_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.491IMGUI_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.492IMGUI_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.493494// Parameters stacks (font)495// - PushFont(font, 0.0f) // Change font and keep current size496// - PushFont(NULL, 20.0f) // Keep font and change current size497// - PushFont(font, 20.0f) // Change font and set size to 20.0f498// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.499// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.500// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.501// - 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.502// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.503// *IMPORTANT* global scale factors are applied over the provided size.504// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.505// - If you want to apply a factor to the _current_ font size:506// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing507// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger508// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!509// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!510IMGUI_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.511IMGUI_API void PopFont();512IMGUI_API ImFont* GetFont(); // get current font513IMGUI_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.514IMGUI_API float GetFontWeight(); // get current font weight515IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())516517// Parameters stacks (shared)518IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().519IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);520IMGUI_API void PopStyleColor(int count = 1);521IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!522IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "523IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "524IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "525IMGUI_API void PopStyleVar(int count = 1);526IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)527IMGUI_API void PopItemFlag();528529// Parameters stacks (current window)530IMGUI_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).531IMGUI_API void PopItemWidth();532IMGUI_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)533IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.534IMGUI_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 space535IMGUI_API void PopTextWrapPos();536537// Style read access538// - Use the ShowStyleEditor() function to interactively see/edit the colors.539IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API540IMGUI_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 ImDrawList541IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList542IMGUI_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 ImDrawList543IMGUI_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.544545// Layout cursor positioning546// - By "cursor" we mean the current output position.547// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.548// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.549// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().550// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:551// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.552// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()553// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.554// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.555IMGUI_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).556IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.557IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.558IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.559IMGUI_API float GetCursorPosX(); // [window-local] "560IMGUI_API float GetCursorPosY(); // [window-local] "561IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "562IMGUI_API void SetCursorPosX(float local_x); // [window-local] "563IMGUI_API void SetCursorPosY(float local_y); // [window-local] "564IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.565566// Other layout functions567IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.568IMGUI_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.569IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.570IMGUI_API void Spacing(); // add vertical spacing.571IMGUI_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.572IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0573IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0574IMGUI_API void BeginGroup(); // lock horizontal starting position575IMGUI_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.)576IMGUI_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)577IMGUI_API float GetTextLineHeight(); // ~ FontSize578IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)579IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2580IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)581582// ID stack/scopes583// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.584// - Those questions are answered and impacted by understanding of the ID stack system:585// - "Q: Why is my widget not reacting when I click on it?"586// - "Q: How can I have widgets with an empty label?"587// - "Q: How can I have multiple widgets with the same label?"588// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely589// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.590// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.591// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,592// whereas "str_id" denote a string that is only used as an ID and not normally displayed.593IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).594IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).595IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).596IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).597IMGUI_API void PopID(); // pop from the ID stack.598IMGUI_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 yourself599IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);600IMGUI_API ImGuiID GetID(const void* ptr_id);601IMGUI_API ImGuiID GetID(int int_id);602603// Widgets: Text604IMGUI_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.605IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text606IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);607IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();608IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);609IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();610IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);611IMGUI_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().612IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);613IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets614IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);615IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()616IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);617IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line618619// Widgets: Main620// - Most widgets return true when the value has been changed or when pressed/selected621// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.622IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button623IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text624IMGUI_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.)625IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape626IMGUI_API bool Checkbox(const char* label, bool* v);627IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);628IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);629IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }630IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer631IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);632IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses633IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked634IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked635636// Widgets: Images637// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples638// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.639// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.640// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.641// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.642IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));643IMGUI_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));644IMGUI_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));645646// Widgets: Combo Box (Dropdown)647// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.648// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.649IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);650IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!651IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);652IMGUI_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"653IMGUI_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);654655// Widgets: Drag Sliders656// - 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.657// - 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',658// 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.x659// - 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.660// - Format string may also be set to NULL or use the default format ("%f" or "%d").661// - 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).662// - 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.663// - 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.664// - 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.665// - 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.666// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361667IMGUI_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 bound668IMGUI_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);669IMGUI_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);670IMGUI_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);671IMGUI_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);672IMGUI_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 bound673IMGUI_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);674IMGUI_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);675IMGUI_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);676IMGUI_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);677IMGUI_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);678IMGUI_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);679680// Widgets: Regular Sliders681// - 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.682// - 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.683// - Format string may also be set to NULL or use the default format ("%f" or "%d").684// - 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.685// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361686IMGUI_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.687IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);688IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);689IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);690IMGUI_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);691IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);692IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);693IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);694IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);695IMGUI_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);696IMGUI_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);697IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);698IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);699IMGUI_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);700701// Widgets: Input with Keyboard702// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.703// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.704IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);705IMGUI_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);706IMGUI_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);707IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);708IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);709IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);710IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);711IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);712IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);713IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);714IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);715IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);716IMGUI_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);717IMGUI_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);718719// 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.)720// - 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.721// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x722IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);723IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);724IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);725IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);726IMGUI_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.727IMGUI_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.728729// Widgets: Trees730// - 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.731IMGUI_API bool TreeNode(const char* label);732IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().733IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "734IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);735IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);736IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);737IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);738IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);739IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);740IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);741IMGUI_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.742IMGUI_API void TreePush(const void* ptr_id); // "743IMGUI_API void TreePop(); // ~ Unindent()+PopID()744IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode745IMGUI_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().746IMGUI_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.747IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.748IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).749750// Widgets: Selectables751// - A selectable highlights when hovered, and can display another color when selected.752// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.753IMGUI_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 height754IMGUI_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.755756// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]757// - 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.758// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).759// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.760// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,761// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.762// - '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.763IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);764IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();765IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);766IMGUI_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.767768// Widgets: List Boxes769// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.770// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.771// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.772// - 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.773// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth774// - 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 items775IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region776IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!777IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);778IMGUI_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);779780// Widgets: Data Plotting781// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!782IMGUI_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));783IMGUI_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));784IMGUI_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));785IMGUI_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));786787// Widgets: Value() Helpers.788// - 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)789IMGUI_API void Value(const char* prefix, bool b);790IMGUI_API void Value(const char* prefix, int v);791IMGUI_API void Value(const char* prefix, unsigned int v);792IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);793794// Widgets: Menus795// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.796// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.797// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.798// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.799IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).800IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!801IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.802IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!803IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!804IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!805IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.806IMGUI_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 != NULL807808// Tooltips809// - Tooltips are windows following the mouse. They do not take focus away.810// - A tooltip window can contain items of any types.811// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)812IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.813IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!814IMGUI_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().815IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);816817// Tooltips: helpers for showing a tooltip when hovering an item818// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.819// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.820// - 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'.821IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.822IMGUI_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().823IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);824825// Popups, Modals826// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.827// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.828// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.829// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.830// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().831// - 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.832// This is sometimes leading to confusing mistakes. May rework this in the future.833// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.834// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.835IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.836IMGUI_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.837IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!838839// Popups: open/close functions840// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.841// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.842// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.843// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).844// - 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().845// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.846// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter847IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).848IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks849IMGUI_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)850IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.851852// Popups: open+begin combined functions helpers853// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.854// - They are convenient to easily create context menus, hence the name.855// - 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.856// - 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.857IMGUI_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!858IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.859IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).860861// Popups: query functions862// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.863// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.864// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.865IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.866867// Tables868// - Full-featured replacement for old Columns API.869// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.870// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.871// The typical call flow is:872// - 1. Call BeginTable(), early out if returning false.873// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.874// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.875// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.876// - 5. Populate contents:877// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.878// - If you are using tables as a sort of grid, where every column is holding the same type of contents,879// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().880// TableNextColumn() will automatically wrap-around into the next row if needed.881// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!882// - Summary of possible call flow:883// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK884// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK885// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!886// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!887// - 5. Call EndTable()888IMGUI_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);889IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!890IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.891IMGUI_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.892IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.893894// Tables: Headers & Columns declaration895// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.896// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.897// Headers are required to perform: reordering, sorting, and opening the context menu.898// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.899// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in900// some advanced use cases (e.g. adding custom widgets in header row).901// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.902IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);903IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.904IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)905IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu906IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.907908// Tables: Sorting & Miscellaneous functions909// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.910// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have911// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,912// else you may wastefully sort your data every frame!913// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.914IMGUI_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().915IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)916IMGUI_API int TableGetColumnIndex(); // return current column index.917IMGUI_API int TableGetRowIndex(); // return current row index.918IMGUI_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.919IMGUI_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.920IMGUI_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)921IMGUI_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.922IMGUI_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.923924// Legacy Columns API (prefer using Tables!)925// - You can also use SameLine(pos_x) to mimic simplified columns.926IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);927IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished928IMGUI_API int GetColumnIndex(); // get current column index929IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column930IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column931IMGUI_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 0.0f932IMGUI_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 column933IMGUI_API int GetColumnsCount();934935// Tab Bars, Tabs936// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.937IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar938IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!939IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.940IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!941IMGUI_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.942IMGUI_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.943944// Logging/Capture945// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.946IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)947IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file948IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard949IMGUI_API void LogFinish(); // stop logging (close file, etc.)950IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard951IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)952IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);953954// Drag and Drop955// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().956// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().957// - 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)958// - An item can be both drag source and drop target.959IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()960IMGUI_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.961IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!962IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()963IMGUI_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.964IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!965IMGUI_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.966967// Disabling [BETA API]968// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)969// - 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)970// - Tooltips windows by exception are opted out of disabling.971// - 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)972IMGUI_API void BeginDisabled(bool disabled = true);973IMGUI_API void EndDisabled();974975// Clipping976// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.977IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);978IMGUI_API void PopClipRect();979980// Focus, Activation981IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.982IMGUI_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.983984// Keyboard/Gamepad Navigation985IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.986987// Overlapping mode988IMGUI_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.989990// Item/Widgets Utilities and Query Functions991// - Most of the functions are referring to the previous Item that has been submitted.992// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.993IMGUI_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.994IMGUI_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)995IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?996IMGUI_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.997IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)998IMGUI_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.999IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).1000IMGUI_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.1001IMGUI_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).1002IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().1003IMGUI_API bool IsAnyItemHovered(); // is any item hovered?1004IMGUI_API bool IsAnyItemActive(); // is any item active?1005IMGUI_API bool IsAnyItemFocused(); // is any item focused?1006IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)1007IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)1008IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)1009IMGUI_API ImVec2 GetItemRectSize(); // get size of last item10101011// Viewports1012// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.1013// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.1014// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.1015IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.10161017// Background/Foreground Draw Lists1018IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.1019IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.10201021// Miscellaneous Utilities1022IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.1023IMGUI_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.1024IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.1025IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.1026IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.1027IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).1028IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)1029IMGUI_API ImGuiStorage* GetStateStorage();10301031// Text Utilities1032IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);10331034// Color Utilities1035IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);1036IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);1037IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);1038IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);10391040// Inputs Utilities: Keyboard/Mouse/Gamepad1041// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).1042// - (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)1043// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)1044IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.1045IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate1046IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?1047IMGUI_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.1048IMGUI_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 > RepeatRate1049IMGUI_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.1050IMGUI_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.10511052// Inputs Utilities: Shortcut Testing & Routing [BETA]1053// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.1054// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)1055// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)1056// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.1057// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.1058// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.1059// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)1060// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.1061// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.1062// This is an important property as it facilitate working with foreign code or larger codebase.1063// - To understand the difference:1064// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.1065// - 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.1066// - Visualize registered routes in 'Metrics/Debugger->Inputs'.1067IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);1068IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);10691070// Inputs Utilities: Key/Input Ownership [BETA]1071// - One common use case would be to allow your items to disable standard inputs behaviors such1072// as Tab or Alt key handling, Mouse Wheel scrolling, etc.1073// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.1074// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.1075// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.1076IMGUI_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());'.10771078// Inputs Utilities: Mouse1079// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.1080// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.1081// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')1082IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?1083IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.1084IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)1085IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)1086IMGUI_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.1087IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).1088IMGUI_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.1089IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available1090IMGUI_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.1091IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls1092IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)1093IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)1094IMGUI_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)1095IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //1096IMGUI_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 you1097IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape1098IMGUI_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.10991100// Clipboard Utilities1101// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.1102IMGUI_API const char* GetClipboardText();1103IMGUI_API void SetClipboardText(const char* text);11041105// Settings/.Ini Utilities1106// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").1107// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.1108// - 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).1109IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).1110IMGUI_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.1111IMGUI_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).1112IMGUI_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.11131114// Debug Utilities1115// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger1116IMGUI_API void DebugTextEncoding(const char* text);1117IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);1118IMGUI_API void DebugStartItemPicker();1119IMGUI_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.1120#ifndef IMGUI_DISABLE_DEBUG_TOOLS1121IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!1122IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);1123#endif11241125// Memory Allocators1126// - Those functions are not reliant on the current context.1127// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()1128// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.1129IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);1130IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);1131IMGUI_API void* MemAlloc(size_t size);1132IMGUI_API void MemFree(void* ptr);11331134} // namespace ImGui11351136//-----------------------------------------------------------------------------1137// [SECTION] Flags & Enumerations1138//-----------------------------------------------------------------------------11391140// Flags for ImGui::Begin()1141// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)1142enum ImGuiWindowFlags_1143{1144ImGuiWindowFlags_None = 0,1145ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar1146ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip1147ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window1148ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)1149ImGuiWindowFlags_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.1150ImGuiWindowFlags_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).1151ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame1152ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).1153ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file1154ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.1155ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar1156ImGuiWindowFlags_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.1157ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state1158ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)1159ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)1160ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)1161ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window1162ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)1163ImGuiWindowFlags_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.1164ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,1165ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,1166ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,11671168// [Internal]1169ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()1170ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()1171ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()1172ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()1173ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()11741175// Obsolete names1176#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1177ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.1178ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.1179#endif1180};11811182// Flags for ImGui::BeginChild()1183// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.1184// About using AutoResizeX/AutoResizeY flags:1185// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").1186// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.1187// - 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.1188// 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.1189// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.1190// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.1191enum ImGuiChildFlags_1192{1193ImGuiChildFlags_None = 0,1194ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)1195ImGuiChildFlags_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)1196ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)1197ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "1198ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.1199ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.1200ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.1201ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.1202ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.12031204// Obsolete names1205#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1206ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.1207#endif1208};12091210// Flags for ImGui::PushItemFlag()1211// (Those are shared by all items)1212enum ImGuiItemFlags_1213{1214ImGuiItemFlags_None = 0, // (Default)1215ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.1216ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).1217ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).1218ImGuiItemFlags_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.1219ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.1220ImGuiItemFlags_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.1221};12221223// Flags for ImGui::InputText()1224// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)1225enum ImGuiInputTextFlags_1226{1227// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)1228ImGuiInputTextFlags_None = 0,1229ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/1230ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef1231ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)1232ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z1233ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs12341235// Inputs1236ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field1237ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!1238ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)1239ImGuiInputTextFlags_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).12401241// Other options1242ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode1243ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy1244ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode1245ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus1246ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.1247ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.1248ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally1249ImGuiInputTextFlags_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().12501251// Elide display / Alignment1252ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!12531254// Callback features1255ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)1256ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)1257ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.1258ImGuiInputTextFlags_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.1259ImGuiInputTextFlags_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)1260ImGuiInputTextFlags_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.12611262// Obsolete names1263//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior1264};12651266// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()1267enum ImGuiTreeNodeFlags_1268{1269ImGuiTreeNodeFlags_None = 0,1270ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected1271ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)1272ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one1273ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack1274ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)1275ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open1276ImGuiTreeNodeFlags_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.1277ImGuiTreeNodeFlags_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.1278ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).1279ImGuiTreeNodeFlags_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!1280ImGuiTreeNodeFlags_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.1281ImGuiTreeNodeFlags_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.1282ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).1283ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.1284ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)1285ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table1286//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible1287ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.1288ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,12891290// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.1291// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.1292ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn1293ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).1294ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).12951296#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1297ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.01298ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.71299ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.71300#endif1301};13021303// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.1304// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',1305// 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.1306// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.1307// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.1308// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter1309// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.1310// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).1311enum ImGuiPopupFlags_1312{1313ImGuiPopupFlags_None = 0,1314ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)1315ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)1316ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)1317ImGuiPopupFlags_MouseButtonMask_ = 0x1F,1318ImGuiPopupFlags_MouseButtonDefault_ = 1,1319ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)1320//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.1321ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack1322ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space1323ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.1324ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)1325ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,1326};13271328// Flags for ImGui::Selectable()1329enum ImGuiSelectableFlags_1330{1331ImGuiSelectableFlags_None = 0,1332ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)1333ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)1334ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too1335ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text1336ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one1337ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered13381339#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1340ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.01341ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.71342#endif1343};13441345// Flags for ImGui::BeginCombo()1346enum ImGuiComboFlags_1347{1348ImGuiComboFlags_None = 0,1349ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default1350ImGuiComboFlags_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()1351ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)1352ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible1353ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible1354ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button1355ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button1356ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents1357ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,1358};13591360// Flags for ImGui::BeginTabBar()1361enum ImGuiTabBarFlags_1362{1363ImGuiTabBarFlags_None = 0,1364ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list1365ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear1366ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup1367ImGuiTabBarFlags_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.1368ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)1369ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab1370ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab1371ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit1372ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit1373ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,1374ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,1375};13761377// Flags for ImGui::BeginTabItem()1378enum ImGuiTabItemFlags_1379{1380ImGuiTabItemFlags_None = 0,1381ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.1382ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()1383ImGuiTabItemFlags_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.1384ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()1385ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab1386ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab1387ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)1388ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)1389ImGuiTabItemFlags_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.1390};13911392// Flags for ImGui::IsWindowFocused()1393enum ImGuiFocusedFlags_1394{1395ImGuiFocusedFlags_None = 0,1396ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused1397ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)1398ImGuiFocusedFlags_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!1399ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)1400//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)1401ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,1402};14031404// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()1405// 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!1406// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.1407enum ImGuiHoveredFlags_1408{1409ImGuiHoveredFlags_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.1410ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered1411ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)1412ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered1413ImGuiHoveredFlags_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)1414//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)1415ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window1416//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.1417ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.1418ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.1419ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.1420ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled1421ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse1422ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,1423ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,1424ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,14251426// Tooltips mode1427// - typically used in IsItemHovered() + SetTooltip() sequence.1428// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.1429// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.1430// - 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.1431// - 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.1432ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.14331434// (Advanced) Mouse Hovering delays.1435// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.1436// - use those if you need specific overrides.1437ImGuiHoveredFlags_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.1438ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.1439ImGuiHoveredFlags_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).1440ImGuiHoveredFlags_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).1441ImGuiHoveredFlags_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)1442};14431444// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()1445enum ImGuiDragDropFlags_1446{1447ImGuiDragDropFlags_None = 0,1448// BeginDragDropSource() flags1449ImGuiDragDropFlags_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.1450ImGuiDragDropFlags_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.1451ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.1452ImGuiDragDropFlags_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.1453ImGuiDragDropFlags_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.1454ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)1455ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.1456ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.1457// AcceptDragDropPayload() flags1458ImGuiDragDropFlags_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.1459ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.1460ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.1461ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.14621463#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1464ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.91465#endif1466};14671468// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.1469#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.1470#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.14711472// A primary data type1473enum ImGuiDataType_1474{1475ImGuiDataType_S8, // signed char / char (with sensible compilers)1476ImGuiDataType_U8, // unsigned char1477ImGuiDataType_S16, // short1478ImGuiDataType_U16, // unsigned short1479ImGuiDataType_S32, // int1480ImGuiDataType_U32, // unsigned int1481ImGuiDataType_S64, // long long / __int641482ImGuiDataType_U64, // unsigned long long / unsigned __int641483ImGuiDataType_Float, // float1484ImGuiDataType_Double, // double1485ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)1486ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)1487ImGuiDataType_COUNT1488};14891490// A cardinal direction1491enum ImGuiDir : int1492{1493ImGuiDir_None = -1,1494ImGuiDir_Left = 0,1495ImGuiDir_Right = 1,1496ImGuiDir_Up = 2,1497ImGuiDir_Down = 3,1498ImGuiDir_COUNT1499};15001501// A sorting direction1502enum ImGuiSortDirection : ImU81503{1504ImGuiSortDirection_None = 0,1505ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.1506ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.1507};15081509// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.1510// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).1511// Support for legacy keys was completely removed in 1.91.5.1512// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/49211513// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().1514// 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.1515enum ImGuiKey : int1516{1517// Keyboard1518ImGuiKey_None = 0,1519ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)15201521ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN1522ImGuiKey_LeftArrow,1523ImGuiKey_RightArrow,1524ImGuiKey_UpArrow,1525ImGuiKey_DownArrow,1526ImGuiKey_PageUp,1527ImGuiKey_PageDown,1528ImGuiKey_Home,1529ImGuiKey_End,1530ImGuiKey_Insert,1531ImGuiKey_Delete,1532ImGuiKey_Backspace,1533ImGuiKey_Space,1534ImGuiKey_Enter,1535ImGuiKey_Escape,1536ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!1537ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,1538ImGuiKey_Menu,1539ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,1540ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,1541ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,1542ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,1543ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,1544ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,1545ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,1546ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,1547ImGuiKey_Apostrophe, // '1548ImGuiKey_Comma, // ,1549ImGuiKey_Minus, // -1550ImGuiKey_Period, // .1551ImGuiKey_Slash, // /1552ImGuiKey_Semicolon, // ;1553ImGuiKey_Equal, // =1554ImGuiKey_LeftBracket, // [1555ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)1556ImGuiKey_RightBracket, // ]1557ImGuiKey_GraveAccent, // `1558ImGuiKey_CapsLock,1559ImGuiKey_ScrollLock,1560ImGuiKey_NumLock,1561ImGuiKey_PrintScreen,1562ImGuiKey_Pause,1563ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,1564ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,1565ImGuiKey_KeypadDecimal,1566ImGuiKey_KeypadDivide,1567ImGuiKey_KeypadMultiply,1568ImGuiKey_KeypadSubtract,1569ImGuiKey_KeypadAdd,1570ImGuiKey_KeypadEnter,1571ImGuiKey_KeypadEqual,1572ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"1573ImGuiKey_AppForward,1574ImGuiKey_Oem102, // Non-US backslash.15751576// Gamepad1577// (analog values are 0.0f to 1.0f)1578// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)1579// // XBOX | SWITCH | PLAYSTA. | -> ACTION1580ImGuiKey_GamepadStart, // Menu | + | Options |1581ImGuiKey_GamepadBack, // View | - | Share |1582ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)1583ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit1584ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard1585ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak1586ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)1587ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)1588ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)1589ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)1590ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)1591ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)1592ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]1593ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]1594ImGuiKey_GamepadL3, // L Stick | L3 | L3 |1595ImGuiKey_GamepadR3, // R Stick | R3 | R3 |1596ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)1597ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)1598ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)1599ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)1600ImGuiKey_GamepadRStickLeft, // | | | [Analog]1601ImGuiKey_GamepadRStickRight, // | | | [Analog]1602ImGuiKey_GamepadRStickUp, // | | | [Analog]1603ImGuiKey_GamepadRStickDown, // | | | [Analog]16041605// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)1606// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.1607ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,16081609// [Internal] Reserved for mod storage1610ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,16111612// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.1613ImGuiKey_NamedKey_END,1614ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,16151616// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)1617// - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).1618// - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,1619// but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.1620// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those1621// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).1622// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.1623// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and1624// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...1625// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.1626ImGuiMod_None = 0,1627ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)1628ImGuiMod_Shift = 1 << 13, // Shift1629ImGuiMod_Alt = 1 << 14, // Option/Menu1630ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)1631ImGuiMod_Mask_ = 0xF000, // 4-bits16321633#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1634ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)1635ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl1636ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.891637//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.871638#endif1639};16401641// Flags for Shortcut(), SetNextItemShortcut(),1642// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)1643// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)1644enum ImGuiInputFlags_1645{1646ImGuiInputFlags_None = 0,1647ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.16481649// Flags for Shortcut(), SetNextItemShortcut()1650// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.1651// - Default policy is RouteFocused. Can select only 1 policy among all available.1652ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.1653ImGuiInputFlags_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.1654ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).1655ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.1656// - Routing options1657ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).1658ImGuiInputFlags_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.1659ImGuiInputFlags_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.1660ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.16611662// Flags for SetNextItemShortcut()1663ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)1664};16651666// Configuration flags stored in io.ConfigFlags. Set by user/application.1667enum ImGuiConfigFlags_1668{1669ImGuiConfigFlags_None = 0,1670ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.1671ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.1672ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.1673ImGuiConfigFlags_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.1674ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.16751676// 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)1677ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.1678ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.16791680#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1681ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos1682ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard1683#endif1684};16851686// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.1687enum ImGuiBackendFlags_1688{1689ImGuiBackendFlags_None = 0,1690ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.1691ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.1692ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).1693ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.1694ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads.1695};16961697// Enumeration for PushStyleColor() / PopStyleColor()1698enum ImGuiCol_1699{1700ImGuiCol_Text,1701ImGuiCol_TextDisabled,1702ImGuiCol_WindowBg, // Background of normal windows1703ImGuiCol_ChildBg, // Background of child windows1704ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows1705ImGuiCol_Border,1706ImGuiCol_BorderShadow,1707ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input1708ImGuiCol_FrameBgHovered,1709ImGuiCol_FrameBgActive,1710ImGuiCol_TitleBg, // Title bar1711ImGuiCol_TitleBgActive, // Title bar when focused1712ImGuiCol_TitleBgCollapsed, // Title bar when collapsed1713ImGuiCol_MenuBarBg,1714ImGuiCol_ScrollbarBg,1715ImGuiCol_ScrollbarGrab,1716ImGuiCol_ScrollbarGrabHovered,1717ImGuiCol_ScrollbarGrabActive,1718ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle1719ImGuiCol_SliderGrab,1720ImGuiCol_SliderGrabActive,1721ImGuiCol_Button,1722ImGuiCol_ButtonHovered,1723ImGuiCol_ButtonActive,1724ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem1725ImGuiCol_HeaderHovered,1726ImGuiCol_HeaderActive,1727ImGuiCol_Separator,1728ImGuiCol_SeparatorHovered,1729ImGuiCol_SeparatorActive,1730ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.1731ImGuiCol_ResizeGripHovered,1732ImGuiCol_ResizeGripActive,1733ImGuiCol_InputTextCursor, // InputText cursor/caret1734ImGuiCol_TabHovered, // Tab background, when hovered1735ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected1736ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected1737ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected1738ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected1739ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected1740ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected1741ImGuiCol_PlotLines,1742ImGuiCol_PlotLinesHovered,1743ImGuiCol_PlotHistogram,1744ImGuiCol_PlotHistogramHovered,1745ImGuiCol_TableHeaderBg, // Table header background1746ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)1747ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)1748ImGuiCol_TableRowBg, // Table row background (even rows)1749ImGuiCol_TableRowBgAlt, // Table row background (odd rows)1750ImGuiCol_TextLink, // Hyperlink color1751ImGuiCol_TextSelectedBg, // Selected text inside an InputText1752ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines1753ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target1754ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible1755ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB1756ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active1757ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active1758ImGuiCol_COUNT,17591760#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1761ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]1762ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]1763ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]1764ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]1765#endif1766};17671768// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.1769// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.1770// During initialization or between frames, feel free to just poke into ImGuiStyle directly.1771// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.1772// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.1773// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.1774// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.1775// - 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.1776enum ImGuiStyleVar_1777{1778// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)1779ImGuiStyleVar_Alpha, // float Alpha1780ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha1781ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding1782ImGuiStyleVar_WindowRounding, // float WindowRounding1783ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize1784ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize1785ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign1786ImGuiStyleVar_ChildRounding, // float ChildRounding1787ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize1788ImGuiStyleVar_PopupRounding, // float PopupRounding1789ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize1790ImGuiStyleVar_FramePadding, // ImVec2 FramePadding1791ImGuiStyleVar_FrameRounding, // float FrameRounding1792ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize1793ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing1794ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing1795ImGuiStyleVar_IndentSpacing, // float IndentSpacing1796ImGuiStyleVar_CellPadding, // ImVec2 CellPadding1797ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize1798ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding1799ImGuiStyleVar_GrabMinSize, // float GrabMinSize1800ImGuiStyleVar_GrabRounding, // float GrabRounding1801ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize1802ImGuiStyleVar_TabRounding, // float TabRounding1803ImGuiStyleVar_TabBorderSize, // float TabBorderSize1804ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize1805ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize1806ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle1807ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign1808ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize1809ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding1810ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign1811ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign1812ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize1813ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign1814ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding1815ImGuiStyleVar_ScrollStepSize, // ImVec2 ScrollStepSize1816ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth1817ImGuiStyleVar_COUNT1818};18191820// Flags for InvisibleButton() [extended in imgui_internal.h]1821enum ImGuiButtonFlags_1822{1823ImGuiButtonFlags_None = 0,1824ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)1825ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button1826ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button1827ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]1828ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.1829};18301831// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()1832enum ImGuiColorEditFlags_1833{1834ImGuiColorEditFlags_None = 0,1835ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).1836ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.1837ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.1838ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)1839ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).1840ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.1841ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).1842ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.1843ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.1844ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)18451846// Alpha preview1847// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.1848// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.1849// - The new flags may be combined better and allow finer controls.1850ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // 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.1851ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.1852ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.18531854// User Options (right-click on widget to change some of them).1855ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.1856ImGuiColorEditFlags_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).1857ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.1858ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "1859ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "1860ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.1861ImGuiColorEditFlags_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.1862ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.1863ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.1864ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.1865ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.18661867// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to1868// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.1869ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,18701871// [Internal] Masks1872ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,1873ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,1874ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,1875ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,1876ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,18771878// Obsolete names1879#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1880ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.1881#endif1882//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]1883};18841885// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.1886// 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.1887// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)1888enum ImGuiSliderFlags_1889{1890ImGuiSliderFlags_None = 0,1891ImGuiSliderFlags_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.1892ImGuiSliderFlags_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).1893ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.1894ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.1895ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.1896ImGuiSliderFlags_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.1897ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.1898ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,1899ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.1900};19011902// Identify a mouse button.1903// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.1904enum ImGuiMouseButton_1905{1906ImGuiMouseButton_Left = 0,1907ImGuiMouseButton_Right = 1,1908ImGuiMouseButton_Middle = 2,1909ImGuiMouseButton_COUNT = 51910};19111912// Enumeration for GetMouseCursor()1913// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here1914enum ImGuiMouseCursor_1915{1916ImGuiMouseCursor_None = -1,1917ImGuiMouseCursor_Arrow = 0,1918ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.1919ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)1920ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border1921ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column1922ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window1923ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window1924ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)1925ImGuiMouseCursor_Wait, // When waiting for something to process/load.1926ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.1927ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.1928ImGuiMouseCursor_COUNT1929};19301931// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.1932// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()1933// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.1934// You can submit a change of pointer type using io.AddMouseSourceEvent().1935enum ImGuiMouseSource : int1936{1937ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.1938ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).1939ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).1940ImGuiMouseSource_COUNT1941};19421943// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions1944// Represent a condition.1945// 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.1946enum ImGuiCond_1947{1948ImGuiCond_None = 0, // No condition (always set the variable), same as _Always1949ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None1950ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)1951ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)1952ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)1953};19541955//-----------------------------------------------------------------------------1956// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)1957//-----------------------------------------------------------------------------19581959// Flags for ImGui::BeginTable()1960// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.1961// Read comments/demos carefully + experiment with live demos to get acquainted with them.1962// - The DEFAULT sizing policies are:1963// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.1964// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.1965// - When ScrollX is off:1966// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.1967// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.1968// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).1969// - Stretch Columns will share the remaining width according to their respective weight.1970// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.1971// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.1972// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).1973// - When ScrollX is on:1974// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed1975// - Columns sizing policy allowed: Fixed/Auto mostly.1976// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.1977// - 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.1978// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().1979// 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.1980// - Read on documentation at the top of imgui_tables.cpp for details.1981enum ImGuiTableFlags_1982{1983// Features1984ImGuiTableFlags_None = 0,1985ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.1986ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)1987ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.1988ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.1989ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.1990ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().1991// Decorations1992ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)1993ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.1994ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.1995ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.1996ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.1997ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.1998ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.1999ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.2000ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.2001ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.2002ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style2003ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style2004// Sizing Policy (read above for defaults)2005ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.2006ImGuiTableFlags_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.2007ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.2008ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().2009// Sizing Extra Options2010ImGuiTableFlags_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.2011ImGuiTableFlags_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.2012ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.2013ImGuiTableFlags_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.2014// Clipping2015ImGuiTableFlags_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().2016// Padding2017ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.2018ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.2019ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).2020// Scrolling2021ImGuiTableFlags_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.2022ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.2023// Sorting2024ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).2025ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).2026// Miscellaneous2027ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)20282029// [Internal] Combinations and masks2030ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,2031};20322033// Flags for ImGui::TableSetupColumn()2034enum ImGuiTableColumnFlags_2035{2036// Input configuration flags2037ImGuiTableColumnFlags_None = 0,2038ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)2039ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.2040ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.2041ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).2042ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).2043ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.2044ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.2045ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.2046ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).2047ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).2048ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.2049ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.2050ImGuiTableColumnFlags_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.2051ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.2052ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).2053ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.2054ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).2055ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.2056ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.20572058// Output status flags, read-only via TableGetColumnFlags()2059ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.2060ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.2061ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs2062ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse20632064// [Internal] Combinations and masks2065ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,2066ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,2067ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,2068ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)2069};20702071// Flags for ImGui::TableNextRow()2072enum ImGuiTableRowFlags_2073{2074ImGuiTableRowFlags_None = 0,2075ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)2076};20772078// Enum for ImGui::TableSetBgColor()2079// Background colors are rendering in 3 layers:2080// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.2081// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.2082// - Layer 2: draw with CellBg color if set.2083// 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.2084// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.2085// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.2086// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.2087enum ImGuiTableBgTarget_2088{2089ImGuiTableBgTarget_None = 0,2090ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)2091ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)2092ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)2093};20942095// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)2096// Obtained by calling TableGetSortSpecs().2097// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.2098// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!2099struct ImGuiTableSortSpecs2100{2101const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.2102int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.2103bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.21042105ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }2106};21072108// Sorting specification for one column of a table (sizeof == 12 bytes)2109struct ImGuiTableColumnSortSpecs2110{2111ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)2112ImS16 ColumnIndex; // Index of the column2113ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)2114ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending21152116ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }2117};21182119//-----------------------------------------------------------------------------2120// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>2121//-----------------------------------------------------------------------------21222123//-----------------------------------------------------------------------------2124// Debug Logging into ShowDebugLogWindow(), tty and more.2125//-----------------------------------------------------------------------------21262127#ifndef IMGUI_DISABLE_DEBUG_TOOLS2128#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)2129#else2130#define IMGUI_DEBUG_LOG(...) ((void)0)2131#endif21322133//-----------------------------------------------------------------------------2134// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()2135// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.2136// 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.2137//-----------------------------------------------------------------------------21382139struct ImNewWrapper {};2140inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }2141inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()2142#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)2143#define IM_FREE(_PTR) ImGui::MemFree(_PTR)2144#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)2145#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE2146template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }21472148//-----------------------------------------------------------------------------2149// ImVector<>2150// 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).2151//-----------------------------------------------------------------------------2152// - 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.2153// - We use std-like naming convention here, which is a little unusual for this codebase.2154// - 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.2155// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,2156// 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.2157//-----------------------------------------------------------------------------21582159IM_MSVC_RUNTIME_CHECKS_OFF2160template<typename T>2161struct ImVector2162{2163int Size;2164int Capacity;2165T* Data;21662167// Provide standard typedefs but we don't use them ourselves.2168typedef T value_type;2169typedef value_type* iterator;2170typedef const value_type* const_iterator;21712172// Constructors, destructor2173inline ImVector() { Size = Capacity = 0; Data = NULL; }2174inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }2175inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }2176inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything21772178inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything2179inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.2180inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.21812182inline bool empty() const { return Size == 0; }2183inline int size() const { return Size; }2184inline int size_in_bytes() const { return Size * (int)sizeof(T); }2185inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }2186inline int capacity() const { return Capacity; }2187inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }2188inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }21892190inline T* begin() { return Data; }2191inline const T* begin() const { return Data; }2192inline T* end() { return Data + Size; }2193inline const T* end() const { return Data + Size; }2194inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }2195inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }2196inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }2197inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }2198inline 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; }21992200inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }2201inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }2202inline 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; }2203inline 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 reallocation2204inline 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; }2205inline 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; }22062207// 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.2208inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }2209inline void pop_back() { IM_ASSERT(Size > 0); Size--; }2210inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }2211inline 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; }2212inline 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; }2213inline 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; }2214inline 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; }2215inline 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; }2216inline 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; }2217inline 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; }2218inline 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; }2219inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }2220inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }2221inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }2222};2223IM_MSVC_RUNTIME_CHECKS_RESTORE22242225//-----------------------------------------------------------------------------2226// [SECTION] ImGuiStyle2227//-----------------------------------------------------------------------------2228// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().2229// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,2230// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.2231//-----------------------------------------------------------------------------22322233struct ImGuiStyle2234{2235// Font scaling2236// - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)2237float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.2238float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.2239float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.22402241float Alpha; // Global alpha applies to everything in Dear ImGui.2242float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.2243ImVec2 WindowPadding; // Padding within a window.2244float 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.2245float 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).2246float 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.2247ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().2248ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.2249ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.2250float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.2251float 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).2252float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)2253float 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).2254ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).2255float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).2256float 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).2257ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.2258ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).2259ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.2260ImVec2 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!2261float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).2262float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).2263float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.2264float ScrollbarRounding; // Radius of grab corners for scrollbar.2265float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.2266float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.2267float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.2268float ImageBorderSize; // Thickness of border around Image() calls.2269float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.2270float TabBorderSize; // Thickness of border around tabs.2271float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.2272float 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.2273float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.2274float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.2275float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).2276ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell2277ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.2278float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.2279float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.2280ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.2281ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).2282ImVec2 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.2283float SeparatorTextBorderSize; // Thickness of border in SeparatorText()2284ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).2285ImVec2 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.2286ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.2287ImVec2 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).2288ImVec2 ScrollStepSize; // Step size for scrolling, 0.0f uses default ImGui behaviour.2289float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.2290float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.2291bool 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).2292bool 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).2293bool 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).2294float 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.2295float 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.22962297// Colors2298ImVec4 Colors[ImGuiCol_COUNT];22992300// Behaviors2301// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)2302float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.2303float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.2304float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "2305ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.2306ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.23072308// [Internal]2309float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().2310float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.23112312// Functions2313IMGUI_API ImGuiStyle();2314IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.23152316// Obsolete names2317#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2318// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.2319#endif2320};23212322//-----------------------------------------------------------------------------2323// [SECTION] ImGuiIO2324//-----------------------------------------------------------------------------2325// Communicate most settings and inputs/outputs to Dear ImGui using this structure.2326// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.2327// It is generally expected that:2328// - initialization: backends and user code writes to ImGuiIO.2329// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.2330//-----------------------------------------------------------------------------2331// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.2332//-----------------------------------------------------------------------------23332334// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.2335// 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.2336struct ImGuiKeyData2337{2338bool Down; // True for if key is down2339float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)2340float DownDurationPrev; // Last frame duration the key has been down2341float AnalogValue; // 0.0f..1.0f for gamepad values2342};23432344struct ImGuiIO2345{2346//------------------------------------------------------------------2347// Configuration // Default value2348//------------------------------------------------------------------23492350ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.2351ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.2352ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.2353ImVec2 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.2354float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.2355float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.2356const 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.2357const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).2358void* UserData; // = NULL // Store your own data.23592360// Font system2361ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.2362ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].2363bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.23642365// Keyboard/Gamepad Navigation options2366bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.2367bool 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.2368bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.2369bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.2370bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).2371bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.2372bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.23732374// Miscellaneous options2375// (you can visualize and interact with all options in 'Demo->Configuration')2376bool 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.2377bool 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.2378bool 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.2379bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).2380bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).2381bool 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.2382bool 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)2383bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.2384bool 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.2385bool 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.2386float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.23872388// Inputs Behaviors2389// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)2390float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.2391float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.2392float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.2393float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).2394float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.23952396//------------------------------------------------------------------2397// Debug options2398//------------------------------------------------------------------23992400// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]2401// - Error recovery is provided as a way to facilitate:2402// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).2403// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.2404// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.2405// You not are not supposed to rely on it in the course of a normal application run.2406// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().2407// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!2408// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!2409// Otherwise it would severely hinder your ability to catch and correct mistakes!2410// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.2411// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)2412// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)2413// - 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.2414bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.2415bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()2416bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.2417bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.24182419// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.2420// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.2421// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.2422// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).2423bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().24242425// Tools to detect code submitting items with conflicting/duplicate IDs2426// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.2427// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!2428// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system2429bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.2430bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.24312432// Tools to test correct Begin/End and BeginChild/EndChild behaviors.2433// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()2434// - This is inconsistent with other BeginXXX functions and create confusion for many users.2435// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.2436bool 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.2437bool 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.24382439// Option to deactivate io.AddFocusEvent(false) handling.2440// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.2441// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.2442bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.24432444// Option to audit .ini data2445bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)24462447//------------------------------------------------------------------2448// Platform Identifiers2449// (the imgui_impl_xxxx backend files are setting those up for you)2450//------------------------------------------------------------------24512452// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.2453// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.2454const char* BackendPlatformName; // = NULL2455const char* BackendRendererName; // = NULL2456void* BackendPlatformUserData; // = NULL // User data for platform backend2457void* BackendRendererUserData; // = NULL // User data for renderer backend2458void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend24592460//------------------------------------------------------------------2461// Input - Call before calling NewFrame()2462//------------------------------------------------------------------24632464// Input Functions2465IMGUI_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)2466IMGUI_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.2467IMGUI_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)2468IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change2469IMGUI_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.2470IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)2471IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)2472IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input2473IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate2474IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string24752476IMGUI_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.2477IMGUI_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.2478IMGUI_API void ClearEventsQueue(); // Clear all incoming events.2479IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.2480IMGUI_API void ClearInputMouse(); // Clear current mouse state.2481#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2482IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().2483#endif24842485//------------------------------------------------------------------2486// Output - Updated by NewFrame() or EndFrame()/Render()2487// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is2488// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)2489//------------------------------------------------------------------24902491bool 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.).2492bool 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.).2493bool 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).2494bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.2495bool 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!2496bool 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.2497bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).2498float 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.2499int MetricsRenderVertices; // Vertices output during last call to Render()2500int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 32501int MetricsRenderWindows; // Number of visible windows2502int MetricsActiveWindows; // Number of active windows2503ImVec2 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.25042505//------------------------------------------------------------------2506// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!2507//------------------------------------------------------------------25082509ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).25102511// Main Input State2512// (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)2513// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)2514ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)2515bool 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.2516float 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.2517float 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.2518ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).2519bool KeyCtrl; // Keyboard modifier down: Control2520bool KeyShift; // Keyboard modifier down: Shift2521bool KeyAlt; // Keyboard modifier down: Alt2522bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows25232524// Other state maintained from data above + IO function calls2525ImGuiKeyChord 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()2526ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.2527bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.2528ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)2529ImVec2 MouseClickedPos[5]; // Position at time of clicking2530double MouseClickedTime[5]; // Time of last click (used to figure out double-click)2531bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)2532bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)2533ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down2534ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.2535bool MouseReleased[5]; // Mouse button went from Down to !Down2536double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).2537bool 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.2538bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.2539bool 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.2540bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click2541float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)2542float MouseDownDurationPrev[5]; // Previous time the mouse button has been down2543float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)2544float 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.2545bool AppFocusLost; // Only modify via AddFocusEvent()2546bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()2547ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()2548ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.25492550// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.2551// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().2552// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)2553// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)2554// Read https://github.com/ocornut/imgui/issues/4921 for details.2555//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 >512.2556//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.2557//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.2558//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.25592560#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2561float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)25622563// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.2564// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).2565const char* (*GetClipboardTextFn)(void* user_data);2566void (*SetClipboardTextFn)(void* user_data, const char* text);2567void* ClipboardUserData;2568#endif25692570IMGUI_API ImGuiIO();2571};25722573//-----------------------------------------------------------------------------2574// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)2575//-----------------------------------------------------------------------------25762577// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.2578// The callback function should return 0 by default.2579// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)2580// - 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.2581// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration2582// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB2583// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows2584// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.2585// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.2586struct ImGuiInputTextCallbackData2587{2588ImGuiContext* Ctx; // Parent UI context2589ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only2590ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only2591void* UserData; // What user passed to InputText() // Read-only25922593// Arguments for the different callback events2594// - During Resize callback, Buf will be same as your input buffer.2595// - 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.2596// - 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.2597// - 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.2598ImWchar 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;2599ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]2600char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!2601int 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()2602int 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()+12603bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]2604int CursorPos; // // Read-write // [Completion,History,Always]2605int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)2606int SelectionEnd; // // Read-write // [Completion,History,Always]26072608// Helper functions for text manipulation.2609// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.2610IMGUI_API ImGuiInputTextCallbackData();2611IMGUI_API void DeleteChars(int pos, int bytes_count);2612IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);2613void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }2614void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }2615bool HasSelection() const { return SelectionStart != SelectionEnd; }2616};26172618// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().2619// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.2620struct ImGuiSizeCallbackData2621{2622void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).2623ImVec2 Pos; // Read-only. Window position, for reference.2624ImVec2 CurrentSize; // Read-only. Current window size.2625ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.2626};26272628// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()2629struct ImGuiPayload2630{2631// Members2632void* Data; // Data (copied and owned by dear imgui)2633int DataSize; // Data size26342635// [Internal]2636ImGuiID SourceId; // Source item id2637ImGuiID SourceParentId; // Source parent id (if available)2638int DataFrameCount; // Data timestamp2639char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)2640bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)2641bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.26422643ImGuiPayload() { Clear(); }2644void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }2645bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }2646bool IsPreview() const { return Preview; }2647bool IsDelivery() const { return Delivery; }2648};26492650//-----------------------------------------------------------------------------2651// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)2652//-----------------------------------------------------------------------------26532654// Helper: Unicode defines2655#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).2656#ifdef IMGUI_USE_WCHAR322657#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.2658#else2659#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.2660#endif26612662// 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.2663// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");2664struct ImGuiOnceUponAFrame2665{2666ImGuiOnceUponAFrame() { RefFrame = -1; }2667mutable int RefFrame;2668operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }2669};26702671// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"2672struct ImGuiTextFilter2673{2674IMGUI_API ImGuiTextFilter(const char* default_filter = "");2675IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build2676IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;2677IMGUI_API void Build();2678void Clear() { InputBuf[0] = 0; Build(); }2679bool IsActive() const { return !Filters.empty(); }26802681// [Internal]2682struct ImGuiTextRange2683{2684const char* b;2685const char* e;26862687ImGuiTextRange() { b = e = NULL; }2688ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }2689bool empty() const { return b == e; }2690IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;2691};2692char InputBuf[256];2693ImVector<ImGuiTextRange>Filters;2694int CountGrep;2695};26962697// Helper: Growable text buffer for logging/accumulating text2698// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')2699struct ImGuiTextBuffer2700{2701ImVector<char> Buf;2702IMGUI_API static char EmptyString[1];27032704ImGuiTextBuffer() { }2705inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }2706const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }2707const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator2708int size() const { return Buf.Size ? Buf.Size - 1 : 0; }2709bool empty() const { return Buf.Size <= 1; }2710void clear() { Buf.clear(); }2711void 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.2712void reserve(int capacity) { Buf.reserve(capacity); }2713const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }2714IMGUI_API void append(const char* str, const char* str_end = NULL);2715IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);2716IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);2717};27182719// [Internal] Key+Value for ImGuiStorage2720struct ImGuiStoragePair2721{2722ImGuiID key;2723union { int val_i; float val_f; void* val_p; };2724ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }2725ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }2726ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }2727};27282729// Helper: Key->Value storage2730// Typically you don't have to worry about this since a storage is held within each Window.2731// We use it to e.g. store collapse state for a tree (Int 0/1)2732// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)2733// You can use it as custom user storage for temporary values. Declare your own storage if, for example:2734// - 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).2735// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)2736// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.2737struct ImGuiStorage2738{2739// [Internal]2740ImVector<ImGuiStoragePair> Data;27412742// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)2743// - Set***() functions find pair, insertion on demand if missing.2744// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.2745void Clear() { Data.clear(); }2746IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;2747IMGUI_API void SetInt(ImGuiID key, int val);2748IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;2749IMGUI_API void SetBool(ImGuiID key, bool val);2750IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;2751IMGUI_API void SetFloat(ImGuiID key, float val);2752IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL2753IMGUI_API void SetVoidPtr(ImGuiID key, void* val);27542755// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.2756// - 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.2757// - 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)2758// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;2759IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);2760IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);2761IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);2762IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);27632764// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.2765IMGUI_API void BuildSortByKey();2766// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)2767IMGUI_API void SetAllInt(int val);27682769#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2770//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct2771#endif2772};27732774// Helper: Manually clip large list of items.2775// If you have lots evenly spaced items and you have random access to the list, you can perform coarse2776// clipping based on visibility to only submit items that are in view.2777// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.2778// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally2779// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily2780// scale using lists with tens of thousands of items without a problem)2781// Usage:2782// ImGuiListClipper clipper;2783// clipper.Begin(1000); // We have 1000 elements, evenly spaced.2784// while (clipper.Step())2785// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)2786// ImGui::Text("line number %d", i);2787// Generally what happens is:2788// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.2789// - User code submit that one element.2790// - Clipper can measure the height of the first element2791// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.2792// - User code submit visible elements.2793// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.2794struct ImGuiListClipper2795{2796ImGuiContext* Ctx; // Parent UI context2797int DisplayStart; // First item to display, updated by each call to Step()2798int DisplayEnd; // End of items to display (exclusive)2799int ItemsCount; // [Internal] Number of items2800float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it2801double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed2802double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.2803void* TempData; // [Internal] Internal data28042805// 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)2806// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().2807IMGUI_API ImGuiListClipper();2808IMGUI_API ~ImGuiListClipper();2809IMGUI_API void Begin(int items_count, float items_height = -1.0f);2810IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.2811IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.28122813// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.2814// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).2815inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }2816IMGUI_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.28172818// Seek cursor toward given item. This is automatically called while stepping.2819// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.2820// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).2821IMGUI_API void SeekCursorForItem(int item_index);28222823#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS2824inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]2825//inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]2826//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]2827#endif2828};28292830// Helpers: ImVec2/ImVec4 operators2831// - It is important that we are keeping those disabled by default so they don't leak in user space.2832// - 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)2833// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.2834// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.2835#ifdef IMGUI_DEFINE_MATH_OPERATORS2836#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED2837IM_MSVC_RUNTIME_CHECKS_OFF2838// ImVec2 operators2839inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }2840inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }2841inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }2842inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }2843inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }2844inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }2845inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }2846inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }2847inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }2848inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }2849inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }2850inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }2851inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }2852inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }2853inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }2854// ImVec4 operators2855inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }2856inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }2857inline 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); }2858inline 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); }2859inline 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); }2860inline 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); }2861inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }2862inline 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; }2863inline 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; }2864IM_MSVC_RUNTIME_CHECKS_RESTORE2865#endif28662867// Helpers macros to generate 32-bit encoded colors2868// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.2869// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.2870#ifndef IM_COL32_R_SHIFT2871#ifdef IMGUI_USE_BGRA_PACKED_COLOR2872#define IM_COL32_R_SHIFT 162873#define IM_COL32_G_SHIFT 82874#define IM_COL32_B_SHIFT 02875#define IM_COL32_A_SHIFT 242876#define IM_COL32_A_MASK 0xFF0000002877#else2878#define IM_COL32_R_SHIFT 02879#define IM_COL32_G_SHIFT 82880#define IM_COL32_B_SHIFT 162881#define IM_COL32_A_SHIFT 242882#define IM_COL32_A_MASK 0xFF0000002883#endif2884#endif2885#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))2886#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF2887#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black2888#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x0000000028892890// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)2891// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.2892// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.2893// **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.2894struct ImColor2895{2896ImVec4 Value;28972898constexpr ImColor() { }2899constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }2900constexpr ImColor(const ImVec4& col) : Value(col) {}2901constexpr 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)) {}2902constexpr 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)) {}2903inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }2904inline operator ImVec4() const { return Value; }29052906// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.2907inline 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; }2908static 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); }2909};29102911//-----------------------------------------------------------------------------2912// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)2913//-----------------------------------------------------------------------------29142915// Multi-selection system2916// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select2917// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.2918// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)2919// with support for clipper (skipping non-visible items), box-select and many other details.2920// - Selectable(), Checkbox() are supported but custom widgets may use it as well.2921// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,2922// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.2923// - In the spirit of Dear ImGui design, your code owns actual selection data.2924// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.2925// About ImGuiSelectionBasicStorage:2926// - This is an optional helper to store a selection state and apply selection requests.2927// - It is used by our demos and provided as a convenience to quickly implement multi-selection.2928// Usage:2929// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.2930// - Store and maintain actual selection data using persistent object identifiers.2931// - Usage flow:2932// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.2933// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.2934// - (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.2935// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.2936// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.2937// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.2938// 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.2939// About ImGuiSelectionUserData:2940// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().2941// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.2942// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because2943// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.2944// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.2945// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.2946// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate2947// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.2948// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,2949// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.29502951// Flags for BeginMultiSelect()2952enum ImGuiMultiSelectFlags_2953{2954ImGuiMultiSelectFlags_None = 0,2955ImGuiMultiSelectFlags_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!2956ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.2957ImGuiMultiSelectFlags_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.2958ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).2959ImGuiMultiSelectFlags_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).2960ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.2961ImGuiMultiSelectFlags_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.2962ImGuiMultiSelectFlags_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.2963ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.2964ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.2965ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.2966ImGuiMultiSelectFlags_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.2967ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.2968ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)2969ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.2970//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.2971ImGuiMultiSelectFlags_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.2972};29732974// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().2975// This mainly contains a list of selection requests.2976// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.2977// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)2978// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.2979struct ImGuiMultiSelectIO2980{2981//------------------------------------------// BeginMultiSelect / EndMultiSelect2982ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.2983ImGuiSelectionUserData 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.2984ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).2985bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).2986bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).2987int 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.2988};29892990// Selection request type2991enum ImGuiSelectionRequestType2992{2993ImGuiSelectionRequestType_None = 0,2994ImGuiSelectionRequestType_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)2995ImGuiSelectionRequestType_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.2996};29972998// Selection request item2999struct ImGuiSelectionRequest3000{3001//------------------------------------------// BeginMultiSelect / EndMultiSelect3002ImGuiSelectionRequestType 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.3003bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)3004ImS8 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.3005ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).3006ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!3007};30083009// Optional helper to store multi-selection state + apply multi-selection requests.3010// - Used by our demos and provided as a convenience to easily implement basic multi-selection.3011// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'3012// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.3013// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.3014// To store a multi-selection, in your application you could:3015// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.3016// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.3017// In ImGuiSelectionBasicStorage we:3018// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)3019// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.3020// - use decently optimized logic to allow queries and insertion of very large selection sets.3021// - do not preserve selection order.3022// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.3023// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.3024// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.3025struct ImGuiSelectionBasicStorage3026{3027// Members3028int Size; // // Number of selected items, maintained by this helper.3029bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)3030void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;3031ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };3032int _SelectionOrder;// [Internal] Increasing counter to store selection order3033ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().30343035// Methods3036IMGUI_API ImGuiSelectionBasicStorage();3037IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()3038IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.3039IMGUI_API void Clear(); // Clear selection3040IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections3041IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)3042IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'3043inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.3044};30453046// Optional helper to apply multi-selection requests to existing randomly accessible storage.3047// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.3048struct ImGuiSelectionExternalStorage3049{3050// Members3051void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;3052void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }30533054// Methods3055IMGUI_API ImGuiSelectionExternalStorage();3056IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls3057};30583059//-----------------------------------------------------------------------------3060// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)3061// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.3062//-----------------------------------------------------------------------------30633064// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.3065#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX3066#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)3067#endif30683069// ImDrawIdx: vertex index. [Compile-time configurable type]3070// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).3071// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.3072#ifndef ImDrawIdx3073typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)3074#endif30753076// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]3077// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,3078// you can poke into the draw list for that! Draw callback may be useful for example to:3079// A) Change your GPU render state,3080// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.3081// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'3082// 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.3083#ifndef ImDrawCallback3084typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);3085#endif30863087// Special Draw callback value to request renderer backend to reset the graphics/render state.3088// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.3089// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.3090// 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).3091#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)30923093// Typically, 1 command = 1 GPU draw call (unless command is a callback)3094// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,3095// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.3096// Backends made for <1.71. will typically ignore the VtxOffset fields.3097// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).3098struct ImDrawCmd3099{3100ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates3101ImTextureRef 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.3102unsigned 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.3103unsigned int IdxOffset; // 4 // Start offset in index buffer.3104unsigned 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[].3105ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.3106void* 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.3107int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.3108int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.31093110ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed31113112// 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)3113// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!3114inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID3115};31163117// Vertex layout3118#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT3119struct ImDrawVert3120{3121ImVec2 pos;3122ImVec2 uv;3123ImU32 col;3124};3125#else3126// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h3127// 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.3128// 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.3129// 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.3130IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;3131#endif31323133// [Internal] For use by ImDrawList3134struct ImDrawCmdHeader3135{3136ImVec4 ClipRect;3137ImTextureRef TexRef;3138unsigned int VtxOffset;3139};31403141// [Internal] For use by ImDrawListSplitter3142struct ImDrawChannel3143{3144ImVector<ImDrawCmd> _CmdBuffer;3145ImVector<ImDrawIdx> _IdxBuffer;3146};31473148// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.3149// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.3150struct ImDrawListSplitter3151{3152int _Current; // Current channel number (0)3153int _Count; // Number of active channels (1+)3154ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)31553156inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }3157inline ~ImDrawListSplitter() { ClearFreeMemory(); }3158inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame3159IMGUI_API void ClearFreeMemory();3160IMGUI_API void Split(ImDrawList* draw_list, int count);3161IMGUI_API void Merge(ImDrawList* draw_list);3162IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);3163};31643165// Flags for ImDrawList functions3166// (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)3167enum ImDrawFlags_3168{3169ImDrawFlags_None = 0,3170ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)3171ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.3172ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.3173ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.3174ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.3175ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!3176ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,3177ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,3178ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,3179ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,3180ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,3181ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.3182ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,3183};31843185// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.3186// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.3187enum ImDrawListFlags_3188{3189ImDrawListFlags_None = 0,3190ImDrawListFlags_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)3191ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).3192ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).3193ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.3194};31953196// Draw command list3197// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,3198// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.3199// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to3200// access the current window draw list and draw custom primitives.3201// You can interleave normal ImGui:: calls and adding primitives to the current draw list.3202// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).3203// 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!)3204// 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.3205struct ImDrawList3206{3207// This is what you have to render3208ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.3209ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those3210ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.3211ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.32123213// [Internal, used while building lists]3214unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.3215ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)3216ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)3217ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)3218ImVector<ImVec2> _Path; // [Internal] current path building3219ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().3220ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)3221ImVector<ImVec4> _ClipRectStack; // [Internal]3222ImVector<ImTextureRef> _TextureStack; // [Internal]3223ImVector<ImU8> _CallbacksDataBuf; // [Internal]3224float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content3225const char* _OwnerName; // Pointer to owner window's name for debugging32263227// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().3228// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)3229IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);3230IMGUI_API ~ImDrawList();32313232IMGUI_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)3233IMGUI_API void PushClipRectFullScreen();3234IMGUI_API void PopClipRect();3235IMGUI_API void PushTexture(ImTextureRef tex_ref);3236IMGUI_API void PopTexture();3237inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }3238inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }32393240// Primitives3241// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.3242// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.3243// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).3244// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.3245// In future versions we will use textures to provide cheaper and higher-quality circles.3246// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.3247IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);3248IMGUI_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)3249IMGUI_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)3250IMGUI_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);3251IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);3252IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);3253IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);3254IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);3255IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);3256IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);3257IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);3258IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);3259IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);3260IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);3261IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);3262IMGUI_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);3263IMGUI_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)3264IMGUI_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)32653266// General polygon3267// - Only simple polygons are supported by filling functions (no self-intersections, no holes).3268// - 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.3269IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);3270IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);3271IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);32723273// Image primitives3274// - Read FAQ to understand what ImTextureID/ImTextureRef are.3275// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.3276// - "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.3277IMGUI_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);3278IMGUI_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);3279IMGUI_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);32803281// Stateful path API, add points then finish with PathFillConvex() or PathStroke()3282// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.3283// 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().3284inline void PathClear() { _Path.Size = 0; }3285inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }3286inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }3287inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }3288inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }3289inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }3290IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);3291IMGUI_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 circle3292IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse3293IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)3294IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)3295IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);32963297// Advanced: Draw Callbacks3298// - 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).3299// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.3300// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.3301// - 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.3302// - 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).3303// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.3304// - 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.3305// - 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*.3306IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);33073308// Advanced: Miscellaneous3309IMGUI_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 possible3310IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.33113312// Advanced: Channels3313// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)3314// - 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)3315// - This API shouldn't have been in ImDrawList in the first place!3316// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.3317// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.3318inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }3319inline void ChannelsMerge() { _Splitter.Merge(this); }3320inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }33213322// Advanced: Primitives allocations3323// - We render triangles (three vertices)3324// - All primitives needs to be reserved via PrimReserve() beforehand.3325IMGUI_API void PrimReserve(int idx_count, int vtx_count);3326IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);3327IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)3328IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);3329IMGUI_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);3330inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }3331inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }3332inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index33333334// Obsolete names3335#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3336inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x3337inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x3338#endif3339//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)3340//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)3341//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)3342//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)3343//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)33443345// [Internal helpers]3346IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);3347IMGUI_API void _ResetForNewFrame();3348IMGUI_API void _ClearFreeMemory();3349IMGUI_API void _PopUnusedDrawCmd();3350IMGUI_API void _TryMergeDrawCmds();3351IMGUI_API void _OnChangedClipRect();3352IMGUI_API void _OnChangedTexture();3353IMGUI_API void _OnChangedVtxOffset();3354IMGUI_API void _SetTexture(ImTextureRef tex_ref);3355IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;3356IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);3357IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);3358};33593360// All draw data to render a Dear ImGui frame3361// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,3362// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)3363struct ImDrawData3364{3365bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.3366int CmdListsCount; // Number of ImDrawList* to render. (== CmdLists.Size). Exists for legacy reason.3367int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size3368int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size3369ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.3370ImVec2 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)3371ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)3372ImVec2 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.3373ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).3374ImVector<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 overriden or set to NULL if you want to manually update textures.33753376// Functions3377ImDrawData() { Clear(); }3378IMGUI_API void Clear();3379IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.3380IMGUI_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!3381IMGUI_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.3382};33833384//-----------------------------------------------------------------------------3385// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)3386//-----------------------------------------------------------------------------3387// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.3388// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.3389// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.3390//-----------------------------------------------------------------------------33913392// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.3393// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.3394enum ImTextureFormat3395{3396ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 43397ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight3398};33993400// Status of a texture to communicate with Renderer Backend.3401enum ImTextureStatus3402{3403ImTextureStatus_OK,3404ImTextureStatus_Destroyed, // Backend destroyed the texture.3405ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.3406ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.3407ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.3408};34093410// Coordinates of a rectangle within a texture.3411// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.3412// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.3413struct ImTextureRect3414{3415unsigned short x, y; // Upper-left coordinates of rectangle to update3416unsigned short w, h; // Size of rectangle to update (in pixels)3417};34183419// Specs and pixel storage for a texture used by Dear ImGui.3420// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.3421// Renderer Backends will create a GPU-side version of this.3422// Why does we store two identifiers: TexID and BackendUserData?3423// - 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.3424// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.3425// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend3426struct ImTextureData3427{3428//------------------------------------------ core / backend ---------------------------------------3429int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.3430ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!3431void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.3432ImTextureID 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.3433ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha83434int Width; // w r // Texture width3435int Height; // w r // Texture height3436int BytesPerPixel; // w r // 4 or 13437unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.3438ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].3439ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].3440ImVector<ImTextureRect> Updates; // w r // Array of individual updates.3441int 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.3442unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.3443bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).3444bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.34453446// Functions3447ImTextureData() { memset(this, 0, sizeof(*this)); }3448~ImTextureData() { DestroyPixels(); }3449IMGUI_API void Create(ImTextureFormat format, int w, int h);3450IMGUI_API void DestroyPixels();3451void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }3452void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }3453int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }3454int GetPitch() const { return Width * BytesPerPixel; }3455ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }3456ImTextureID GetTexID() const { return TexID; }34573458// Called by Renderer backend3459void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!3460void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!3461};34623463//-----------------------------------------------------------------------------3464// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)3465//-----------------------------------------------------------------------------34663467// A font input/source (we may rename this to ImFontSource in the future)3468struct ImFontConfig3469{3470// Data Source3471char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)3472void* FontData; // // TTF/OTF data3473int FontDataSize; // // TTF/OTF data size3474bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).34753476// Options3477bool 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.3478bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.3479bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.3480ImS8 FontNo; // 0 // Index of font within TTF/OTF file3481ImS8 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.3482ImS8 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.3483float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).3484float Weight;3485const 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).3486const 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.3487//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.3488ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.3489float 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.3490float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs3491float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled3492unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.3493//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.3494float 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.3495float 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.3496ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.34973498// [Internal]3499ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)3500ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)3501const ImFontLoader* FontLoader; // Custom font backend for this source (other use one stored in ImFontAtlas)3502void* FontLoaderData; // Font loader opaque storage (per font config)35033504IMGUI_API ImFontConfig();3505};35063507// Hold rendering data for one glyph.3508// (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)3509struct ImFontGlyph3510{3511unsigned 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)3512unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.3513unsigned int SourceIdx : 4; // Index of source in parent font3514unsigned int Codepoint : 26; // 0x0000..0x10FFFF3515float AdvanceX; // Horizontal distance to advance cursor/layout position.3516float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.3517float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.3518int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)35193520ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; }3521};35223523// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().3524// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.3525struct ImFontGlyphRangesBuilder3526{3527ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)35283529ImFontGlyphRangesBuilder() { Clear(); }3530inline 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); }3531inline 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 array3532inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array3533inline void AddChar(ImWchar c) { SetBit(c); } // Add character3534IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)3535IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext3536IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges3537};35383539// An opaque identifier to a rectangle in the atlas. -1 when invalid.3540// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.3541typedef int ImFontAtlasRectId;3542#define ImFontAtlasRectId_Invalid -135433544// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.3545// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef3546// (this is in theory derived from ImTextureRect but we use separate structures for reasons)3547struct ImFontAtlasRect3548{3549unsigned short x, y; // Position (in current texture)3550unsigned short w, h; // Size3551ImVec2 uv0, uv1; // UV coordinates (in current texture)35523553ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }3554};35553556// Flags for ImFontAtlas build3557enum ImFontAtlasFlags_3558{3559ImFontAtlasFlags_None = 0,3560ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two3561ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)3562ImFontAtlasFlags_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).3563};35643565// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:3566// - One or more fonts.3567// - Custom graphics data needed to render the shapes needed by Dear ImGui.3568// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).3569// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.3570// It is the rendering backend responsibility to upload texture into your graphics API:3571// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.3572// - Backend then set ImTextureData's TexID and BackendUserData.3573// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.3574// Legacy path:3575// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.3576// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.3577// Common pitfalls:3578// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the3579// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.3580// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.3581// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,3582// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.3583// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!3584struct ImFontAtlas3585{3586IMGUI_API ImFontAtlas();3587IMGUI_API ~ImFontAtlas();3588IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);3589IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);3590IMGUI_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);3591IMGUI_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.3592IMGUI_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.3593IMGUI_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.3594IMGUI_API void RemoveFont(ImFont* font);35953596IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)3597IMGUI_API void CompactCache(); // Compact cached glyphs and texture.35983599// As we are transitioning toward a new font system, we expect to obsolete those soon:3600IMGUI_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.3601IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).3602IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.36033604#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3605// Legacy path for build atlas + retrieving pixel data.3606// - 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().3607// - The pitch is always = Width * BytesPerPixels (1 or 4)3608// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into3609// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.3610// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:3611// - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.3612// - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.3613IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.3614IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel3615IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel3616void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.3617void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.3618bool 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..3619#endif36203621//-------------------------------------------3622// Glyph Ranges3623//-------------------------------------------36243625// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!3626IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin3627#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3628// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)3629// NB: Make sure that your string are UTF-8 and NOT in your local code page.3630// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.3631// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.3632IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic3633IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters3634IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs3635IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs3636IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese3637IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters3638IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters3639IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters3640#endif36413642//-------------------------------------------3643// [ALPHA] Custom Rectangles/Glyphs API3644//-------------------------------------------36453646// Register and retrieve custom rectangles3647// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.3648// - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call)3649// - You can render your pixels into the texture right after calling the AddCustomRect() functions.3650// - VERY IMPORTANT:3651// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.3652// - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().3653// - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.3654// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.3655// - Read docs/FONTS.md for more details about using colorful icons.3656// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.3657// - (Pre-1.92 names) ------------> (1.92 names)3658// - GetCustomRectByIndex() --> Use GetCustomRect()3659// - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.3660// - AddCustomRectRegular() --> Renamed to AddCustomRect()3661// - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig3662// - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect3663IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.3664IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.3665IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!36663667//-------------------------------------------3668// Members3669//-------------------------------------------36703671// Input3672ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)3673ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).3674int 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).3675int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.3676int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.3677int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.3678int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.3679void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).36803681// Output3682// - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.3683// - 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.3684#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3685ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().3686#else3687union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x3688#endif3689ImTextureData* TexData; // Latest texture.36903691// [Internal]3692ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!3693bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.3694bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.3695bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.3696bool 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.3697ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.3698ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.3699ImVector<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.3700ImVector<ImFontConfig> Sources; // Source/configuration data3701ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines3702int TexNextUniqueID; // Next value to be stored in TexData->UniqueID3703int FontNextUniqueID; // Next value to be stored in ImFont->FontID3704ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.3705ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.3706const ImFontLoader* FontLoader; // Font loader opaque interface (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). Don't set directly!3707const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name3708void* FontLoaderData; // Font backend opaque storage3709unsigned 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).3710int RefCount; // Number of contexts using this atlas3711ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.37123713// [Obsolete]3714#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3715// 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.3716ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API3717inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X3718inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X3719inline 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.X3720IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig3721IMGUI_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.X3722#endif3723//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.3724//int TexDesiredWidth; // OBSOLETED in 1.92.X: 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)3725//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X3726//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+3727//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+3728};37293730// Font runtime data for a given size3731// Important: pointers to ImFontBaked are only valid for the current frame.3732struct ImFontBaked3733{3734// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)3735ImVector<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).3736float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX3737float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)3738float RasterizerDensity; // 4 // in // Density this is baked at3739float Weight;37403741// [Internal] Members: Hot ~28/36 bytes (for RenderText loop)3742ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.3743ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.3744int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar37453746// [Internal] Members: Cold3747float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)3748unsigned 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)3749unsigned int WantDestroy:1; // 0 // // Queued for destroy3750unsigned int LockLoadingFallback:1; // 0 // //3751int LastUsedFrame; // 4 // // Record of that time this was bounds3752ImGuiID BakedId; // 4 //3753ImFont* ContainerFont; // 4-8 // in // Parent font3754void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.37553756// Functions3757IMGUI_API ImFontBaked();3758IMGUI_API void ClearOutputData();3759IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.3760IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist3761IMGUI_API float GetCharAdvance(ImWchar c);3762IMGUI_API bool IsGlyphLoaded(ImWchar c);3763};37643765// Font flags3766// (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)3767enum ImFontFlags_3768{3769ImFontFlags_None = 0,3770ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.3771ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.3772ImFontFlags_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.3773};37743775// Font runtime data and rendering3776// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.3777// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.3778// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.3779// - 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).3780struct ImFont3781{3782// [Internal] Members: Hot ~12-20 bytes3783ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().3784ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into.3785ImFontFlags Flags; // 4 // Font flags.3786float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.37873788// [Internal] Members: Cold ~24-52 bytes3789// Conceptually Sources[] is the list of font sources merged to create this font.3790ImGuiID FontId; // Unique identifier for the font3791float 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).3792float DefaultWeight; // 4 // in // Default font weight3793ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]3794ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').3795ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')3796ImU8 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.3797bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.3798ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.3799#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3800float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()3801#endif38023803// Methods3804IMGUI_API ImFont();3805IMGUI_API ~ImFont();3806IMGUI_API bool IsGlyphInFont(ImWchar c);3807bool IsLoaded() const { return ContainerAtlas != NULL; }3808const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.38093810// [Internal] Don't use!3811// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.3812// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.3813IMGUI_API ImFontBaked* GetFontBaked(float font_size, float font_weight, float density = -1.0f); // Get or create baked data for given size3814IMGUI_API ImVec2 CalcTextSizeA(float size, float weight, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf83815IMGUI_API const char* CalcWordWrapPosition(float size, float weight, const char* text, const char* text_end, float wrap_width);3816IMGUI_API void RenderChar(ImDrawList* draw_list, float size, float weight, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);3817IMGUI_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, bool cpu_fine_clip = false);3818#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3819inline 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); }3820#endif38213822// [Internal] Don't use!3823IMGUI_API void ClearOutputData();3824IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.3825IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);3826};38273828// This is provided for consistency (but we don't actually use this)3829inline ImTextureID ImTextureRef::GetTexID() const3830{3831IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));3832return _TexData ? _TexData->TexID : _TexID;3833}38343835// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)3836inline ImTextureID ImDrawCmd::GetTexID() const3837{3838// If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)3839// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].3840ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.3841if (TexRef._TexData != NULL)3842IM_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!");3843return tex_id;3844}38453846//-----------------------------------------------------------------------------3847// [SECTION] Viewports3848//-----------------------------------------------------------------------------38493850// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.3851enum ImGuiViewportFlags_3852{3853ImGuiViewportFlags_None = 0,3854ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window3855ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)3856ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)3857};38583859// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.3860// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.3861// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.3862// - About Main Area vs Work Area:3863// - Main Area = entire viewport.3864// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).3865// - Windows are generally trying to stay within the Work Area of their host viewport.3866struct ImGuiViewport3867{3868ImGuiID ID; // Unique identifier for the viewport3869ImGuiViewportFlags Flags; // See ImGuiViewportFlags_3870ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)3871ImVec2 Size; // Main Area: Size of the viewport.3872ImVec2 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.3873ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)3874ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)38753876// Platform/Backend Dependent Data3877void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)3878void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)38793880ImGuiViewport() { memset(this, 0, sizeof(*this)); }38813882// Helpers3883ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }3884ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }3885};38863887//-----------------------------------------------------------------------------3888// [SECTION] Platform Dependent Interfaces3889//-----------------------------------------------------------------------------38903891// Access via ImGui::GetPlatformIO()3892struct ImGuiPlatformIO3893{3894IMGUI_API ImGuiPlatformIO();38953896//------------------------------------------------------------------3897// Input - Interface with OS and Platform backend (most common stuff)3898//------------------------------------------------------------------38993900// Optional: Access OS clipboard3901// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)3902const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);3903void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);3904void* Platform_ClipboardUserData;39053906// Optional: Open link/folder/file in OS Shell3907// (default to use ShellExecuteW() on Windows, system() on Linux/Mac)3908bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);3909void* Platform_OpenInShellUserData;39103911// 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)3912// (default to use native imm32 api on Windows)3913void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);3914void* Platform_ImeUserData;3915//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]39163917// Optional: Platform locale3918// [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point3919ImWchar Platform_LocaleDecimalPoint; // '.'39203921//------------------------------------------------------------------3922// Input - Interface with Renderer Backend3923//------------------------------------------------------------------39243925// Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.3926int Renderer_TextureMaxWidth;3927int Renderer_TextureMaxHeight;39283929// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.3930void* Renderer_RenderState;39313932//------------------------------------------------------------------3933// Output3934//------------------------------------------------------------------39353936// Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)3937// 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.3938ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.3939};39403941// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().3942struct ImGuiPlatformImeData3943{3944bool WantVisible; // A widget wants the IME to be visible.3945bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.3946ImVec2 InputPos; // Position of input cursor (for IME).3947float InputLineHeight; // Line height (for IME).3948ImGuiID ViewportId; // ID of platform window/viewport.39493950ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }3951};39523953//-----------------------------------------------------------------------------3954// [SECTION] Obsolete functions and types3955// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)3956// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.3957//-----------------------------------------------------------------------------39583959#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3960namespace ImGui3961{3962// OBSOLETED in 1.92.0 (from June 2025)3963static inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f, font ? font->DefaultWeight : -1.0f); }3964IMGUI_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.3965// OBSOLETED in 1.91.9 (from February 2025)3966IMGUI_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.3967// OBSOLETED in 1.91.0 (from July 2024)3968static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }3969static inline void PopButtonRepeat() { PopItemFlag(); }3970static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }3971static inline void PopTabStop() { PopItemFlag(); }3972IMGUI_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()!3973IMGUI_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()!3974IMGUI_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()!3975// OBSOLETED in 1.90.0 (from September 2023)3976static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }3977static inline void EndChildFrame() { EndChild(); }3978//static 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_Borders3979//static 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_Borders3980static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }3981IMGUI_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);3982IMGUI_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);3983// OBSOLETED in 1.89.7 (from June 2023)3984IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.39853986// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)3987//-- OBSOLETED in 1.89.4 (from March 2023)3988//static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }3989//static inline void PopAllowKeyboardFocus() { PopItemFlag(); }3990//-- OBSOLETED in 1.89 (from August 2022)3991//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.3992//-- OBSOLETED in 1.88 (from May 2022)3993//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.3994//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.3995//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)3996//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!3997//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }3998//-- OBSOLETED in 1.86 (from November 2021)3999//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.4000//-- OBSOLETED in 1.85 (from August 2021)4001//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }4002//-- OBSOLETED in 1.81 (from February 2021)4003//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }4004//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_items4005//static inline void ListBoxFooter() { EndListBox(); }4006//-- OBSOLETED in 1.79 (from August 2020)4007//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!4008//-- 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.4009//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)4010//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)4011//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)4012//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)4013//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)4014//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)4015//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)4016//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)4017//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)4018//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)4019//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)4020//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)4021//-- OBSOLETED in 1.77 and before4022//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)4023//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)4024//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)4025//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)4026//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)4027//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)4028//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)4029//-- OBSOLETED in 1.60 and before4030//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)4031//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)4032//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)4033//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)4034//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)4035//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)4036//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)4037//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().4038//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)4039//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)4040//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)4041//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)4042//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.4043//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)4044//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)4045//-- OBSOLETED in 1.50 and before4046//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 1.494047//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.484048//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.484049//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.424050}40514052//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect4053// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y4054// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h4055// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()4056// 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.4057typedef ImFontAtlasRect ImFontAtlasCustomRect;4058/*struct ImFontAtlasCustomRect4059{4060unsigned short X, Y; // Output // Packed position in Atlas4061unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension4062unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)4063unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.4064float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance4065ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset4066ImFont* Font; // Input // [Internal] For custom font glyphs only: target font4067ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }4068bool IsPacked() const { return X != 0xFFFF; }4069};*/40704071//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()4072//typedef ImDrawFlags ImDrawCornerFlags;4073//enum ImDrawCornerFlags_4074//{4075// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit4076// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).4077// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.4078// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.4079// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.4080// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.824081// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,4082// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,4083// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,4084// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,4085//};40864087// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)4088// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.4089//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.4090//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };4091//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int4092//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };40934094#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)40954096#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS40974098// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)4099#ifdef IMGUI_DISABLE_METRICS_WINDOW4100#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.4101#endif41024103//-----------------------------------------------------------------------------41044105#if defined(__clang__)4106#pragma clang diagnostic pop4107#elif defined(__GNUC__)4108#pragma GCC diagnostic pop4109#endif41104111#ifdef _MSC_VER4112#pragma warning (pop)4113#endif41144115// Include imgui_user.h at the end of imgui.h4116// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.4117#ifdef IMGUI_INCLUDE_IMGUI_USER_H4118#ifdef IMGUI_USER_H_FILENAME4119#include IMGUI_USER_H_FILENAME4120#else4121#include "imgui_user.h"4122#endif4123#endif41244125#endif // #ifndef IMGUI_DISABLE412641274128