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stenzek
GitHub Repository: stenzek/duckstation
Path: blob/master/dep/imgui/include/imgui.h
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// dear imgui, v1.92.0
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// (headers)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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// Resources:
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// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
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// - Homepage ................... https://github.com/ocornut/imgui
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// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
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// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
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// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
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// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
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// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
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// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.92.0"
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#define IMGUI_VERSION_NUM 19200
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#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
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#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
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/*
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Index of this file:
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// [SECTION] Header mess
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// [SECTION] Forward declarations and basic types
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// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
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// [SECTION] Dear ImGui end-user API functions
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// [SECTION] Flags & Enumerations
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// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
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// [SECTION] ImGuiStyle
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// [SECTION] ImGuiIO
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// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
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// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
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// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
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// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
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// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
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// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
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// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
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// [SECTION] Obsolete functions and types
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*/
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#pragma once
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// Configuration file with compile-time options
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// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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#include "imconfig.h"
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#ifndef IMGUI_DISABLE
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//-----------------------------------------------------------------------------
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// [SECTION] Header mess
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//-----------------------------------------------------------------------------
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// Includes
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#include <float.h> // FLT_MIN, FLT_MAX
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#include <stdarg.h> // va_list, va_start, va_end
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#include <stddef.h> // ptrdiff_t, NULL
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUI_IMPL_API
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#define IMGUI_IMPL_API IMGUI_API
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#endif
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// Helper Macros
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#ifndef IM_ASSERT
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#include <assert.h>
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#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
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#endif
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
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#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
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// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
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// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
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#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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#endif
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// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
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#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
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#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
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#else
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#define IM_MSVC_RUNTIME_CHECKS_OFF
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE
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#endif
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// Warnings
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
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#endif
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#if defined(__clang__)
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#pragma clang diagnostic push
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#if __has_warning("-Wunknown-warning-option")
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#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
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#endif
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#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
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#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
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#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Forward declarations and basic types
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//-----------------------------------------------------------------------------
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// Scalar data types
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typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
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typedef signed char ImS8; // 8-bit signed integer
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typedef unsigned char ImU8; // 8-bit unsigned integer
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typedef signed short ImS16; // 16-bit signed integer
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typedef unsigned short ImU16; // 16-bit unsigned integer
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typedef signed int ImS32; // 32-bit signed integer == int
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typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
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typedef signed long long ImS64; // 64-bit signed integer
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typedef unsigned long long ImU64; // 64-bit unsigned integer
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// Forward declarations: ImDrawList, ImFontAtlas layer
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struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
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struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
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struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
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struct ImFontBaked; // Baked data for a ImFont at a given size.
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struct ImFontConfig; // Configuration data when adding a font or merging fonts
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struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
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struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
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struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
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struct ImTextureRect; // Coordinates of a rectangle within a texture.
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struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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// Forward declarations: ImGui layer
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struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
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struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
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struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
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struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
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struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
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struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
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struct ImGuiStoragePair; // Helper for key->value storage (pair)
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struct ImGuiStyle; // Runtime data for styling/colors
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struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
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struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
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struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
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// Enumerations
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// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
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enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
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typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
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// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
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typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
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typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
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typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
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typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
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typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
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typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
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typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
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typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
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typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
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typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
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typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
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typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
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typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
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typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
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typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
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typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
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typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
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typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
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typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
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typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
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typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
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typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
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typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
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typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
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typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Multi-Selection item index or identifier when using BeginMultiSelect()
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// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
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// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
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typedef ImS64 ImGuiSelectionUserData;
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// Callback and functions types
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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float x, y;
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constexpr ImVec2() : x(0.0f), y(0.0f) { }
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constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
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float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
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float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
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#ifdef IM_VEC2_CLASS_EXTRA
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IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
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#endif
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};
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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struct ImVec4
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{
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float x, y, z, w;
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constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
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constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
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#ifdef IM_VEC4_CLASS_EXTRA
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IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
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#endif
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};
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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//-----------------------------------------------------------------------------
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// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
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//-----------------------------------------------------------------------------
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// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
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// [Compile-time configurable type]
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// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
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// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
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// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
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// - User may submit their own textures to e.g. ImGui::Image() function by passing the same type.
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// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
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// ImTextureRef, which is stored inside a ImDrawCmd.
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// - Compile-time type configuration:
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// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
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// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
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// constructors if you like. You will need to implement ==/!= operators.
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// History:
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// - 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.
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// - 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 ImTextureRef
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#ifndef ImTextureID
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typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
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#endif
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// Define this if you need 0 to be a valid ImTextureID for your backend.
336
#ifndef ImTextureID_Invalid
337
#define ImTextureID_Invalid ((ImTextureID)0)
338
#endif
339
340
// ImTextureRef = higher-level identifier for a texture.
341
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
342
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
343
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
344
// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
345
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
346
// to extract the ImTextureID value during rendering, after texture upload has happened.
347
// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this
348
// to be useful to the end-user, and it would be erroneously called by many legacy code.
349
// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
350
// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
351
// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
352
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
353
// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
354
IM_MSVC_RUNTIME_CHECKS_OFF
355
struct ImTextureRef
356
{
357
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
358
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
359
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
360
ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
361
#endif
362
363
inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
364
365
// Members (either are set, never both!)
366
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
367
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
368
};
369
IM_MSVC_RUNTIME_CHECKS_RESTORE
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371
//-----------------------------------------------------------------------------
372
// [SECTION] Dear ImGui end-user API functions
373
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
374
//-----------------------------------------------------------------------------
375
376
namespace ImGui
377
{
378
// Context creation and access
379
// - 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.
380
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
381
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
382
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
383
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
384
IMGUI_API ImGuiContext* GetCurrentContext();
385
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
386
387
// Main
388
IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
389
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
390
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
391
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
392
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
393
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
394
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
395
396
// Demo, Debug, Information
397
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
398
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
399
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
400
IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
401
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
402
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
403
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
404
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
405
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
406
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
407
408
// Styles
409
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
410
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
411
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
412
413
// Windows
414
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
415
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
416
// which clicking will set the boolean to false when clicked.
417
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
418
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
419
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
420
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
421
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
422
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
423
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
424
// - Note that the bottom of window stack always contains a window called "Debug".
425
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
426
IMGUI_API void End();
427
428
// Child Windows
429
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
430
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
431
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
432
// Consider updating your old code:
433
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
434
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
435
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
436
// == 0.0f: use remaining parent window size for this axis.
437
// > 0.0f: use specified size for this axis.
438
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
439
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
440
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
441
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
442
// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
443
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
444
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
445
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
446
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
447
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
448
IMGUI_API void EndChild();
449
450
// Windows Utilities
451
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
452
IMGUI_API bool IsWindowAppearing();
453
IMGUI_API bool IsWindowCollapsed();
454
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
455
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
456
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
457
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
458
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
459
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
460
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
461
462
// Window manipulation
463
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
464
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
465
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
466
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
467
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
468
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
469
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
470
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
471
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
472
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
473
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
474
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
475
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
476
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
477
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
478
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
479
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
480
481
// Windows Scrolling
482
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
483
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
484
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
485
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
486
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
487
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
488
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
489
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
490
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
491
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
492
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
493
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
494
495
// Parameters stacks (font)
496
// - PushFont(font, 0.0f) // Change font and keep current size
497
// - PushFont(NULL, 20.0f) // Keep font and change current size
498
// - PushFont(font, 20.0f) // Change font and set size to 20.0f
499
// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
500
// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
501
// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
502
// - 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.
503
// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
504
// *IMPORTANT* global scale factors are applied over the provided size.
505
// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
506
// - If you want to apply a factor to the _current_ font size:
507
// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
508
// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
509
// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
510
// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
511
IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled, float font_weight); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
512
IMGUI_API void PopFont();
513
IMGUI_API ImFont* GetFont(); // get current font
514
IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
515
IMGUI_API float GetFontWeight(); // get current font weight
516
IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
517
518
// Parameters stacks (shared)
519
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
520
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
521
IMGUI_API void PopStyleColor(int count = 1);
522
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
523
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
524
IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
525
IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
526
IMGUI_API void PopStyleVar(int count = 1);
527
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
528
IMGUI_API void PopItemFlag();
529
530
// Parameters stacks (current window)
531
IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
532
IMGUI_API void PopItemWidth();
533
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
534
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
535
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
536
IMGUI_API void PopTextWrapPos();
537
538
// Style read access
539
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
540
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
541
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
542
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
543
IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
544
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
545
546
// Layout cursor positioning
547
// - By "cursor" we mean the current output position.
548
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
549
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
550
// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
551
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
552
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
553
// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
554
// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
555
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
556
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
557
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
558
IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
559
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
560
IMGUI_API float GetCursorPosX(); // [window-local] "
561
IMGUI_API float GetCursorPosY(); // [window-local] "
562
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
563
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
564
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
565
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
566
567
// Other layout functions
568
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
569
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
570
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
571
IMGUI_API void Spacing(); // add vertical spacing.
572
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
573
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
574
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
575
IMGUI_API void BeginGroup(); // lock horizontal starting position
576
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
577
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
578
IMGUI_API float GetTextLineHeight(); // ~ FontSize
579
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
580
IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
581
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
582
583
// ID stack/scopes
584
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
585
// - Those questions are answered and impacted by understanding of the ID stack system:
586
// - "Q: Why is my widget not reacting when I click on it?"
587
// - "Q: How can I have widgets with an empty label?"
588
// - "Q: How can I have multiple widgets with the same label?"
589
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
590
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
591
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
592
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
593
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
594
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
595
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
596
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
597
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
598
IMGUI_API void PopID(); // pop from the ID stack.
599
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
600
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
601
IMGUI_API ImGuiID GetID(const void* ptr_id);
602
IMGUI_API ImGuiID GetID(int int_id);
603
604
// Widgets: Text
605
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
606
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
607
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
608
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
609
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
610
IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
611
IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
612
IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
613
IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
614
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
615
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
616
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
617
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
618
IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
619
620
// Widgets: Main
621
// - Most widgets return true when the value has been changed or when pressed/selected
622
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
623
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
624
IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
625
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
626
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
627
IMGUI_API bool Checkbox(const char* label, bool* v);
628
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
629
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
630
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
631
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
632
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
633
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
634
IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
635
IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
636
637
// Widgets: Images
638
// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
639
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
640
// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
641
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
642
// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
643
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
644
IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
645
IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
646
647
// Widgets: Combo Box (Dropdown)
648
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
649
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
650
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
651
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
652
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
653
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
654
IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
655
656
// Widgets: Drag Sliders
657
// - 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.
658
// - 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',
659
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
660
// - 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.
661
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
662
// - 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).
663
// - 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.
664
// - 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.
665
// - 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.
666
// - 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.
667
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
668
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
669
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
670
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
671
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
672
IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
673
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
674
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
675
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
676
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
677
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
678
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
679
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
680
681
// Widgets: Regular Sliders
682
// - 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.
683
// - 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.
684
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
685
// - 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.
686
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
687
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
688
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
689
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
690
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
691
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
692
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
693
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
694
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
695
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
696
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
697
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
698
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
699
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
700
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
701
702
// Widgets: Input with Keyboard
703
// - 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.
704
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
705
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
706
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
707
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
708
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
709
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
710
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
711
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
712
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
713
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
714
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
715
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
716
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
717
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
718
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
719
720
// 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.)
721
// - 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.
722
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
723
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
724
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
725
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
726
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
727
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
728
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
729
730
// Widgets: Trees
731
// - 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.
732
IMGUI_API bool TreeNode(const char* label);
733
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
734
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
735
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
736
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
737
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
738
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
739
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
740
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
741
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
742
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
743
IMGUI_API void TreePush(const void* ptr_id); // "
744
IMGUI_API void TreePop(); // ~ Unindent()+PopID()
745
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
746
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
747
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
748
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
749
IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
750
751
// Widgets: Selectables
752
// - A selectable highlights when hovered, and can display another color when selected.
753
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
754
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
755
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
756
757
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
758
// - 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.
759
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
760
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
761
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
762
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
763
// - '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.
764
IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
765
IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
766
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
767
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
768
769
// Widgets: List Boxes
770
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
771
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
772
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
773
// - 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.
774
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
775
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
776
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
777
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
778
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
779
IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
780
781
// Widgets: Data Plotting
782
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
783
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
784
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
785
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
786
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
787
788
// Widgets: Value() Helpers.
789
// - 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)
790
IMGUI_API void Value(const char* prefix, bool b);
791
IMGUI_API void Value(const char* prefix, int v);
792
IMGUI_API void Value(const char* prefix, unsigned int v);
793
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
794
795
// Widgets: Menus
796
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
797
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
798
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
799
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
800
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
801
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
802
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
803
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
804
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
805
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
806
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
807
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
808
809
// Tooltips
810
// - Tooltips are windows following the mouse. They do not take focus away.
811
// - A tooltip window can contain items of any types.
812
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
813
IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
814
IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
815
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
816
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
817
818
// Tooltips: helpers for showing a tooltip when hovering an item
819
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
820
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
821
// - 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'.
822
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
823
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
824
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
825
826
// Popups, Modals
827
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
828
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
829
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
830
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
831
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
832
// - 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.
833
// This is sometimes leading to confusing mistakes. May rework this in the future.
834
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
835
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
836
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
837
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
838
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
839
840
// Popups: open/close functions
841
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
842
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
843
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
844
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
845
// - 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().
846
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
847
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
848
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
849
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
850
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
851
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
852
853
// Popups: open+begin combined functions helpers
854
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
855
// - They are convenient to easily create context menus, hence the name.
856
// - 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.
857
// - 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.
858
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
859
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
860
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
861
862
// Popups: query functions
863
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
864
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
865
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
866
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
867
868
// Tables
869
// - Full-featured replacement for old Columns API.
870
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
871
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
872
// The typical call flow is:
873
// - 1. Call BeginTable(), early out if returning false.
874
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
875
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
876
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
877
// - 5. Populate contents:
878
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
879
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
880
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
881
// TableNextColumn() will automatically wrap-around into the next row if needed.
882
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
883
// - Summary of possible call flow:
884
// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
885
// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
886
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
887
// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
888
// - 5. Call EndTable()
889
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
890
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
891
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
892
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
893
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
894
895
// Tables: Headers & Columns declaration
896
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
897
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
898
// Headers are required to perform: reordering, sorting, and opening the context menu.
899
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
900
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
901
// some advanced use cases (e.g. adding custom widgets in header row).
902
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
903
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
904
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
905
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
906
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
907
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
908
909
// Tables: Sorting & Miscellaneous functions
910
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
911
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
912
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
913
// else you may wastefully sort your data every frame!
914
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
915
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
916
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
917
IMGUI_API int TableGetColumnIndex(); // return current column index.
918
IMGUI_API int TableGetRowIndex(); // return current row index.
919
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
920
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
921
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
922
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
923
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
924
925
// Legacy Columns API (prefer using Tables!)
926
// - You can also use SameLine(pos_x) to mimic simplified columns.
927
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
928
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
929
IMGUI_API int GetColumnIndex(); // get current column index
930
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
931
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
932
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
933
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
934
IMGUI_API int GetColumnsCount();
935
936
// Tab Bars, Tabs
937
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
938
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
939
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
940
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
941
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
942
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
943
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
944
945
// Logging/Capture
946
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
947
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
948
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
949
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
950
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
951
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
952
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
953
IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
954
955
// Drag and Drop
956
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
957
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
958
// - 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)
959
// - An item can be both drag source and drop target.
960
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
961
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
962
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
963
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
964
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
965
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
966
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
967
968
// Disabling [BETA API]
969
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
970
// - 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)
971
// - Tooltips windows by exception are opted out of disabling.
972
// - 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)
973
IMGUI_API void BeginDisabled(bool disabled = true);
974
IMGUI_API void EndDisabled();
975
976
// Clipping
977
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
978
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
979
IMGUI_API void PopClipRect();
980
981
// Focus, Activation
982
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
983
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
984
985
// Keyboard/Gamepad Navigation
986
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
987
988
// Overlapping mode
989
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
990
991
// Item/Widgets Utilities and Query Functions
992
// - Most of the functions are referring to the previous Item that has been submitted.
993
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
994
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
995
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
996
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
997
IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
998
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
999
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
1000
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
1001
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
1002
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
1003
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
1004
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
1005
IMGUI_API bool IsAnyItemActive(); // is any item active?
1006
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
1007
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1008
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
1009
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
1010
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
1011
1012
// Viewports
1013
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1014
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1015
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1016
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
1017
1018
// Background/Foreground Draw Lists
1019
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
1020
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
1021
1022
// Miscellaneous Utilities
1023
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1024
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
1025
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
1026
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
1027
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
1028
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
1029
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
1030
IMGUI_API ImGuiStorage* GetStateStorage();
1031
1032
// Text Utilities
1033
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1034
1035
// Color Utilities
1036
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
1037
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
1038
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1039
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1040
1041
// Inputs Utilities: Keyboard/Mouse/Gamepad
1042
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1043
// - (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)
1044
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
1045
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1046
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
1047
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1048
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
1049
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
1050
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1051
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
1052
1053
// Inputs Utilities: Shortcut Testing & Routing [BETA]
1054
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1055
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
1056
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
1057
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1058
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1059
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1060
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1061
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1062
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1063
// This is an important property as it facilitate working with foreign code or larger codebase.
1064
// - To understand the difference:
1065
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1066
// - 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.
1067
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1068
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1069
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1070
1071
// Inputs Utilities: Key/Input Ownership [BETA]
1072
// - One common use case would be to allow your items to disable standard inputs behaviors such
1073
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1074
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1075
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1076
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1077
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1078
1079
// Inputs Utilities: Mouse
1080
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1081
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1082
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1083
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1084
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1085
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1086
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1087
IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1088
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1089
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1090
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1091
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1092
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1093
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1094
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1095
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1096
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1097
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1098
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1099
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1100
1101
// Clipboard Utilities
1102
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1103
IMGUI_API const char* GetClipboardText();
1104
IMGUI_API void SetClipboardText(const char* text);
1105
1106
// Settings/.Ini Utilities
1107
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1108
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1109
// - 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).
1110
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1111
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
1112
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1113
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
1114
1115
// Debug Utilities
1116
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1117
IMGUI_API void DebugTextEncoding(const char* text);
1118
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1119
IMGUI_API void DebugStartItemPicker();
1120
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1121
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1122
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1123
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1124
#endif
1125
1126
// Memory Allocators
1127
// - Those functions are not reliant on the current context.
1128
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1129
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1130
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1131
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1132
IMGUI_API void* MemAlloc(size_t size);
1133
IMGUI_API void MemFree(void* ptr);
1134
1135
} // namespace ImGui
1136
1137
//-----------------------------------------------------------------------------
1138
// [SECTION] Flags & Enumerations
1139
//-----------------------------------------------------------------------------
1140
1141
// Flags for ImGui::Begin()
1142
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1143
enum ImGuiWindowFlags_
1144
{
1145
ImGuiWindowFlags_None = 0,
1146
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1147
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1148
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1149
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1150
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
1151
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1152
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1153
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1154
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1155
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1156
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1157
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
1158
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1159
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1160
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1161
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1162
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1163
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1164
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1165
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1166
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1167
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1168
1169
// [Internal]
1170
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1171
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1172
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1173
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1174
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1175
1176
// Obsolete names
1177
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1178
ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1179
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1180
#endif
1181
};
1182
1183
// Flags for ImGui::BeginChild()
1184
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1185
// About using AutoResizeX/AutoResizeY flags:
1186
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1187
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1188
// - 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.
1189
// 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.
1190
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1191
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1192
enum ImGuiChildFlags_
1193
{
1194
ImGuiChildFlags_None = 0,
1195
ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1196
ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1197
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1198
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1199
ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1200
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1201
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1202
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1203
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1204
1205
// Obsolete names
1206
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1207
ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1208
#endif
1209
};
1210
1211
// Flags for ImGui::PushItemFlag()
1212
// (Those are shared by all items)
1213
enum ImGuiItemFlags_
1214
{
1215
ImGuiItemFlags_None = 0, // (Default)
1216
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1217
ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1218
ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1219
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1220
ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1221
ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1222
};
1223
1224
// Flags for ImGui::InputText()
1225
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1226
enum ImGuiInputTextFlags_
1227
{
1228
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1229
ImGuiInputTextFlags_None = 0,
1230
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1231
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1232
ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1233
ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1234
ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1235
1236
// Inputs
1237
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1238
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1239
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1240
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1241
1242
// Other options
1243
ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1244
ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1245
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1246
ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1247
ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1248
ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1249
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1250
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
1251
1252
// Elide display / Alignment
1253
ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1254
1255
// Callback features
1256
ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1257
ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1258
ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1259
ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1260
ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1261
ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1262
1263
// Obsolete names
1264
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1265
};
1266
1267
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1268
enum ImGuiTreeNodeFlags_
1269
{
1270
ImGuiTreeNodeFlags_None = 0,
1271
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1272
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1273
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1274
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1275
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1276
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1277
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1278
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1279
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1280
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1281
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
1282
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1283
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1284
ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1285
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1286
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1287
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1288
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.
1289
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1290
1291
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1292
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1293
ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
1294
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1295
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1296
1297
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1298
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
1299
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1300
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1301
#endif
1302
};
1303
1304
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1305
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1306
// 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.
1307
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1308
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1309
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1310
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1311
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1312
enum ImGuiPopupFlags_
1313
{
1314
ImGuiPopupFlags_None = 0,
1315
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1316
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1317
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1318
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1319
ImGuiPopupFlags_MouseButtonDefault_ = 1,
1320
ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1321
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1322
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1323
ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1324
ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1325
ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1326
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1327
};
1328
1329
// Flags for ImGui::Selectable()
1330
enum ImGuiSelectableFlags_
1331
{
1332
ImGuiSelectableFlags_None = 0,
1333
ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1334
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1335
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1336
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1337
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1338
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1339
1340
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1341
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1342
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1343
#endif
1344
};
1345
1346
// Flags for ImGui::BeginCombo()
1347
enum ImGuiComboFlags_
1348
{
1349
ImGuiComboFlags_None = 0,
1350
ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1351
ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1352
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1353
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1354
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1355
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1356
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1357
ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1358
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1359
};
1360
1361
// Flags for ImGui::BeginTabBar()
1362
enum ImGuiTabBarFlags_
1363
{
1364
ImGuiTabBarFlags_None = 0,
1365
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1366
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1367
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1368
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1369
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1370
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1371
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1372
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1373
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1374
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1375
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1376
};
1377
1378
// Flags for ImGui::BeginTabItem()
1379
enum ImGuiTabItemFlags_
1380
{
1381
ImGuiTabItemFlags_None = 0,
1382
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1383
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1384
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1385
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1386
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1387
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1388
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1389
ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1390
ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1391
};
1392
1393
// Flags for ImGui::IsWindowFocused()
1394
enum ImGuiFocusedFlags_
1395
{
1396
ImGuiFocusedFlags_None = 0,
1397
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1398
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1399
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1400
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1401
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1402
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1403
};
1404
1405
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1406
// 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!
1407
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1408
enum ImGuiHoveredFlags_
1409
{
1410
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
1411
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1412
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1413
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1414
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1415
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1416
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1417
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1418
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1419
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1420
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1421
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1422
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1423
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1424
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1425
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1426
1427
// Tooltips mode
1428
// - typically used in IsItemHovered() + SetTooltip() sequence.
1429
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1430
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1431
// - 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.
1432
// - 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.
1433
ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1434
1435
// (Advanced) Mouse Hovering delays.
1436
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1437
// - use those if you need specific overrides.
1438
ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1439
ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1440
ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1441
ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1442
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1443
};
1444
1445
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1446
enum ImGuiDragDropFlags_
1447
{
1448
ImGuiDragDropFlags_None = 0,
1449
// BeginDragDropSource() flags
1450
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1451
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1452
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1453
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1454
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1455
ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1456
ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1457
ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1458
// AcceptDragDropPayload() flags
1459
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1460
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1461
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1462
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1463
1464
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1465
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1466
#endif
1467
};
1468
1469
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1470
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1471
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1472
1473
// A primary data type
1474
enum ImGuiDataType_
1475
{
1476
ImGuiDataType_S8, // signed char / char (with sensible compilers)
1477
ImGuiDataType_U8, // unsigned char
1478
ImGuiDataType_S16, // short
1479
ImGuiDataType_U16, // unsigned short
1480
ImGuiDataType_S32, // int
1481
ImGuiDataType_U32, // unsigned int
1482
ImGuiDataType_S64, // long long / __int64
1483
ImGuiDataType_U64, // unsigned long long / unsigned __int64
1484
ImGuiDataType_Float, // float
1485
ImGuiDataType_Double, // double
1486
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1487
ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1488
ImGuiDataType_COUNT
1489
};
1490
1491
// A cardinal direction
1492
enum ImGuiDir : int
1493
{
1494
ImGuiDir_None = -1,
1495
ImGuiDir_Left = 0,
1496
ImGuiDir_Right = 1,
1497
ImGuiDir_Up = 2,
1498
ImGuiDir_Down = 3,
1499
ImGuiDir_COUNT
1500
};
1501
1502
// A sorting direction
1503
enum ImGuiSortDirection : ImU8
1504
{
1505
ImGuiSortDirection_None = 0,
1506
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1507
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1508
};
1509
1510
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1511
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1512
// Support for legacy keys was completely removed in 1.91.5.
1513
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1514
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1515
// 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.
1516
enum ImGuiKey : int
1517
{
1518
// Keyboard
1519
ImGuiKey_None = 0,
1520
ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1521
1522
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1523
ImGuiKey_LeftArrow,
1524
ImGuiKey_RightArrow,
1525
ImGuiKey_UpArrow,
1526
ImGuiKey_DownArrow,
1527
ImGuiKey_PageUp,
1528
ImGuiKey_PageDown,
1529
ImGuiKey_Home,
1530
ImGuiKey_End,
1531
ImGuiKey_Insert,
1532
ImGuiKey_Delete,
1533
ImGuiKey_Backspace,
1534
ImGuiKey_Space,
1535
ImGuiKey_Enter,
1536
ImGuiKey_Escape,
1537
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1538
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1539
ImGuiKey_Menu,
1540
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1541
ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1542
ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1543
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1544
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1545
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1546
ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1547
ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1548
ImGuiKey_Apostrophe, // '
1549
ImGuiKey_Comma, // ,
1550
ImGuiKey_Minus, // -
1551
ImGuiKey_Period, // .
1552
ImGuiKey_Slash, // /
1553
ImGuiKey_Semicolon, // ;
1554
ImGuiKey_Equal, // =
1555
ImGuiKey_LeftBracket, // [
1556
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1557
ImGuiKey_RightBracket, // ]
1558
ImGuiKey_GraveAccent, // `
1559
ImGuiKey_CapsLock,
1560
ImGuiKey_ScrollLock,
1561
ImGuiKey_NumLock,
1562
ImGuiKey_PrintScreen,
1563
ImGuiKey_Pause,
1564
ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1565
ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1566
ImGuiKey_KeypadDecimal,
1567
ImGuiKey_KeypadDivide,
1568
ImGuiKey_KeypadMultiply,
1569
ImGuiKey_KeypadSubtract,
1570
ImGuiKey_KeypadAdd,
1571
ImGuiKey_KeypadEnter,
1572
ImGuiKey_KeypadEqual,
1573
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1574
ImGuiKey_AppForward,
1575
ImGuiKey_Oem102, // Non-US backslash.
1576
1577
// Gamepad
1578
// (analog values are 0.0f to 1.0f)
1579
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1580
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
1581
ImGuiKey_GamepadStart, // Menu | + | Options |
1582
ImGuiKey_GamepadBack, // View | - | Share |
1583
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1584
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
1585
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
1586
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
1587
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1588
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1589
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1590
ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1591
ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1592
ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1593
ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
1594
ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
1595
ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
1596
ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
1597
ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
1598
ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
1599
ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
1600
ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
1601
ImGuiKey_GamepadRStickLeft, // | | | [Analog]
1602
ImGuiKey_GamepadRStickRight, // | | | [Analog]
1603
ImGuiKey_GamepadRStickUp, // | | | [Analog]
1604
ImGuiKey_GamepadRStickDown, // | | | [Analog]
1605
1606
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1607
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1608
ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1609
1610
// [Internal] Reserved for mod storage
1611
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1612
1613
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1614
ImGuiKey_NamedKey_END,
1615
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1616
1617
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1618
// - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1619
// - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1620
// but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1621
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1622
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1623
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1624
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1625
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1626
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1627
ImGuiMod_None = 0,
1628
ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1629
ImGuiMod_Shift = 1 << 13, // Shift
1630
ImGuiMod_Alt = 1 << 14, // Option/Menu
1631
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1632
ImGuiMod_Mask_ = 0xF000, // 4-bits
1633
1634
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1635
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
1636
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1637
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1638
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1639
#endif
1640
};
1641
1642
// Flags for Shortcut(), SetNextItemShortcut(),
1643
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1644
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1645
enum ImGuiInputFlags_
1646
{
1647
ImGuiInputFlags_None = 0,
1648
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1649
1650
// Flags for Shortcut(), SetNextItemShortcut()
1651
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1652
// - Default policy is RouteFocused. Can select only 1 policy among all available.
1653
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1654
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1655
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1656
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1657
// - Routing options
1658
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1659
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1660
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1661
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1662
1663
// Flags for SetNextItemShortcut()
1664
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1665
};
1666
1667
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1668
enum ImGuiConfigFlags_
1669
{
1670
ImGuiConfigFlags_None = 0,
1671
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1672
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1673
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1674
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1675
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1676
1677
// 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)
1678
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1679
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1680
1681
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1682
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1683
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1684
#endif
1685
};
1686
1687
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1688
enum ImGuiBackendFlags_
1689
{
1690
ImGuiBackendFlags_None = 0,
1691
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1692
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1693
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1694
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1695
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads.
1696
};
1697
1698
// Enumeration for PushStyleColor() / PopStyleColor()
1699
enum ImGuiCol_
1700
{
1701
ImGuiCol_Text,
1702
ImGuiCol_TextDisabled,
1703
ImGuiCol_WindowBg, // Background of normal windows
1704
ImGuiCol_ChildBg, // Background of child windows
1705
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1706
ImGuiCol_Border,
1707
ImGuiCol_BorderShadow,
1708
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1709
ImGuiCol_FrameBgHovered,
1710
ImGuiCol_FrameBgActive,
1711
ImGuiCol_TitleBg, // Title bar
1712
ImGuiCol_TitleBgActive, // Title bar when focused
1713
ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1714
ImGuiCol_MenuBarBg,
1715
ImGuiCol_ScrollbarBg,
1716
ImGuiCol_ScrollbarGrab,
1717
ImGuiCol_ScrollbarGrabHovered,
1718
ImGuiCol_ScrollbarGrabActive,
1719
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1720
ImGuiCol_SliderGrab,
1721
ImGuiCol_SliderGrabActive,
1722
ImGuiCol_Button,
1723
ImGuiCol_ButtonHovered,
1724
ImGuiCol_ButtonActive,
1725
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1726
ImGuiCol_HeaderHovered,
1727
ImGuiCol_HeaderActive,
1728
ImGuiCol_Separator,
1729
ImGuiCol_SeparatorHovered,
1730
ImGuiCol_SeparatorActive,
1731
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1732
ImGuiCol_ResizeGripHovered,
1733
ImGuiCol_ResizeGripActive,
1734
ImGuiCol_InputTextCursor, // InputText cursor/caret
1735
ImGuiCol_TabHovered, // Tab background, when hovered
1736
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1737
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1738
ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1739
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1740
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1741
ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1742
ImGuiCol_PlotLines,
1743
ImGuiCol_PlotLinesHovered,
1744
ImGuiCol_PlotHistogram,
1745
ImGuiCol_PlotHistogramHovered,
1746
ImGuiCol_TableHeaderBg, // Table header background
1747
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1748
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1749
ImGuiCol_TableRowBg, // Table row background (even rows)
1750
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1751
ImGuiCol_TextLink, // Hyperlink color
1752
ImGuiCol_TextSelectedBg, // Selected text inside an InputText
1753
ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1754
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1755
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1756
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1757
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1758
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1759
ImGuiCol_COUNT,
1760
1761
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1762
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1763
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1764
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1765
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1766
#endif
1767
};
1768
1769
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1770
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1771
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1772
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1773
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1774
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1775
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1776
// - 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.
1777
enum ImGuiStyleVar_
1778
{
1779
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1780
ImGuiStyleVar_Alpha, // float Alpha
1781
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1782
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1783
ImGuiStyleVar_WindowRounding, // float WindowRounding
1784
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1785
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1786
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1787
ImGuiStyleVar_ChildRounding, // float ChildRounding
1788
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1789
ImGuiStyleVar_PopupRounding, // float PopupRounding
1790
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1791
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1792
ImGuiStyleVar_FrameRounding, // float FrameRounding
1793
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1794
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1795
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1796
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1797
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1798
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1799
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1800
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1801
ImGuiStyleVar_GrabRounding, // float GrabRounding
1802
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1803
ImGuiStyleVar_TabRounding, // float TabRounding
1804
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1805
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1806
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1807
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1808
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1809
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
1810
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
1811
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1812
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1813
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1814
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1815
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1816
ImGuiStyleVar_ScrollStepSize, // ImVec2 ScrollStepSize
1817
ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth
1818
ImGuiStyleVar_COUNT
1819
};
1820
1821
// Flags for InvisibleButton() [extended in imgui_internal.h]
1822
enum ImGuiButtonFlags_
1823
{
1824
ImGuiButtonFlags_None = 0,
1825
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1826
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1827
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1828
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1829
ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1830
};
1831
1832
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1833
enum ImGuiColorEditFlags_
1834
{
1835
ImGuiColorEditFlags_None = 0,
1836
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1837
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1838
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1839
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1840
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1841
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1842
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1843
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1844
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1845
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1846
1847
// Alpha preview
1848
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1849
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1850
// - The new flags may be combined better and allow finer controls.
1851
ImGuiColorEditFlags_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.
1852
ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1853
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1854
1855
// User Options (right-click on widget to change some of them).
1856
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1857
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1858
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1859
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1860
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1861
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1862
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1863
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1864
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1865
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1866
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1867
1868
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1869
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1870
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1871
1872
// [Internal] Masks
1873
ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
1874
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1875
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1876
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1877
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1878
1879
// Obsolete names
1880
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1881
ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
1882
#endif
1883
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1884
};
1885
1886
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1887
// 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.
1888
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1889
enum ImGuiSliderFlags_
1890
{
1891
ImGuiSliderFlags_None = 0,
1892
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1893
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1894
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1895
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1896
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1897
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1898
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
1899
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1900
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1901
};
1902
1903
// Identify a mouse button.
1904
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1905
enum ImGuiMouseButton_
1906
{
1907
ImGuiMouseButton_Left = 0,
1908
ImGuiMouseButton_Right = 1,
1909
ImGuiMouseButton_Middle = 2,
1910
ImGuiMouseButton_COUNT = 5
1911
};
1912
1913
// Enumeration for GetMouseCursor()
1914
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1915
enum ImGuiMouseCursor_
1916
{
1917
ImGuiMouseCursor_None = -1,
1918
ImGuiMouseCursor_Arrow = 0,
1919
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1920
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1921
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1922
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1923
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1924
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1925
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1926
ImGuiMouseCursor_Wait, // When waiting for something to process/load.
1927
ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
1928
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1929
ImGuiMouseCursor_COUNT
1930
};
1931
1932
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1933
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1934
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1935
// You can submit a change of pointer type using io.AddMouseSourceEvent().
1936
enum ImGuiMouseSource : int
1937
{
1938
ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1939
ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1940
ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1941
ImGuiMouseSource_COUNT
1942
};
1943
1944
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1945
// Represent a condition.
1946
// 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.
1947
enum ImGuiCond_
1948
{
1949
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1950
ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1951
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1952
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1953
ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1954
};
1955
1956
//-----------------------------------------------------------------------------
1957
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1958
//-----------------------------------------------------------------------------
1959
1960
// Flags for ImGui::BeginTable()
1961
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1962
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1963
// - The DEFAULT sizing policies are:
1964
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1965
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1966
// - When ScrollX is off:
1967
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1968
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1969
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1970
// - Stretch Columns will share the remaining width according to their respective weight.
1971
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1972
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1973
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1974
// - When ScrollX is on:
1975
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1976
// - Columns sizing policy allowed: Fixed/Auto mostly.
1977
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1978
// - 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.
1979
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1980
// 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.
1981
// - Read on documentation at the top of imgui_tables.cpp for details.
1982
enum ImGuiTableFlags_
1983
{
1984
// Features
1985
ImGuiTableFlags_None = 0,
1986
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1987
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1988
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1989
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1990
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1991
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1992
// Decorations
1993
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1994
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1995
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1996
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1997
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1998
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1999
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2000
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2001
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2002
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
2003
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2004
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
2005
// Sizing Policy (read above for defaults)
2006
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2007
ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
2008
ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2009
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2010
// Sizing Extra Options
2011
ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
2012
ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
2013
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
2014
ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
2015
// Clipping
2016
ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
2017
// Padding
2018
ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2019
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2020
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2021
// Scrolling
2022
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
2023
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2024
// Sorting
2025
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2026
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2027
// Miscellaneous
2028
ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2029
2030
// [Internal] Combinations and masks
2031
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2032
};
2033
2034
// Flags for ImGui::TableSetupColumn()
2035
enum ImGuiTableColumnFlags_
2036
{
2037
// Input configuration flags
2038
ImGuiTableColumnFlags_None = 0,
2039
ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2040
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2041
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2042
ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2043
ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2044
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2045
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2046
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2047
ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2048
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2049
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2050
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2051
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2052
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2053
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2054
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2055
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2056
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2057
ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2058
2059
// Output status flags, read-only via TableGetColumnFlags()
2060
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2061
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2062
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2063
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2064
2065
// [Internal] Combinations and masks
2066
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2067
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2068
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2069
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2070
};
2071
2072
// Flags for ImGui::TableNextRow()
2073
enum ImGuiTableRowFlags_
2074
{
2075
ImGuiTableRowFlags_None = 0,
2076
ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2077
};
2078
2079
// Enum for ImGui::TableSetBgColor()
2080
// Background colors are rendering in 3 layers:
2081
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2082
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2083
// - Layer 2: draw with CellBg color if set.
2084
// 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.
2085
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2086
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2087
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2088
enum ImGuiTableBgTarget_
2089
{
2090
ImGuiTableBgTarget_None = 0,
2091
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2092
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2093
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2094
};
2095
2096
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2097
// Obtained by calling TableGetSortSpecs().
2098
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2099
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2100
struct ImGuiTableSortSpecs
2101
{
2102
const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2103
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2104
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2105
2106
ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2107
};
2108
2109
// Sorting specification for one column of a table (sizeof == 12 bytes)
2110
struct ImGuiTableColumnSortSpecs
2111
{
2112
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2113
ImS16 ColumnIndex; // Index of the column
2114
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2115
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2116
2117
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2118
};
2119
2120
//-----------------------------------------------------------------------------
2121
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2122
//-----------------------------------------------------------------------------
2123
2124
//-----------------------------------------------------------------------------
2125
// Debug Logging into ShowDebugLogWindow(), tty and more.
2126
//-----------------------------------------------------------------------------
2127
2128
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2129
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2130
#else
2131
#define IMGUI_DEBUG_LOG(...) ((void)0)
2132
#endif
2133
2134
//-----------------------------------------------------------------------------
2135
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2136
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2137
// 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.
2138
//-----------------------------------------------------------------------------
2139
2140
struct ImNewWrapper {};
2141
inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2142
inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2143
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2144
#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2145
#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2146
#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2147
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2148
2149
//-----------------------------------------------------------------------------
2150
// ImVector<>
2151
// 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).
2152
//-----------------------------------------------------------------------------
2153
// - 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.
2154
// - We use std-like naming convention here, which is a little unusual for this codebase.
2155
// - 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.
2156
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2157
// 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.
2158
//-----------------------------------------------------------------------------
2159
2160
IM_MSVC_RUNTIME_CHECKS_OFF
2161
template<typename T>
2162
struct ImVector
2163
{
2164
int Size;
2165
int Capacity;
2166
T* Data;
2167
2168
// Provide standard typedefs but we don't use them ourselves.
2169
typedef T value_type;
2170
typedef value_type* iterator;
2171
typedef const value_type* const_iterator;
2172
2173
// Constructors, destructor
2174
inline ImVector() { Size = Capacity = 0; Data = NULL; }
2175
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2176
inline 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; }
2177
inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2178
2179
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2180
inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2181
inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2182
2183
inline bool empty() const { return Size == 0; }
2184
inline int size() const { return Size; }
2185
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2186
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2187
inline int capacity() const { return Capacity; }
2188
inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2189
inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2190
2191
inline T* begin() { return Data; }
2192
inline const T* begin() const { return Data; }
2193
inline T* end() { return Data + Size; }
2194
inline const T* end() const { return Data + Size; }
2195
inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2196
inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2197
inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2198
inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2199
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2200
2201
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2202
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2203
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2204
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2205
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2206
inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2207
2208
// 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.
2209
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2210
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2211
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2212
inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2213
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2214
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2215
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2216
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2217
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2218
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2219
inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2220
inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2221
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2222
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2223
};
2224
IM_MSVC_RUNTIME_CHECKS_RESTORE
2225
2226
//-----------------------------------------------------------------------------
2227
// [SECTION] ImGuiStyle
2228
//-----------------------------------------------------------------------------
2229
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2230
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2231
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2232
//-----------------------------------------------------------------------------
2233
2234
struct ImGuiStyle
2235
{
2236
// Font scaling
2237
// - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2238
float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2239
float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
2240
float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2241
2242
float Alpha; // Global alpha applies to everything in Dear ImGui.
2243
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2244
ImVec2 WindowPadding; // Padding within a window.
2245
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2246
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2247
float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2248
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2249
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2250
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2251
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2252
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2253
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2254
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2255
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2256
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2257
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2258
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2259
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2260
ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2261
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
2262
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2263
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2264
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2265
float ScrollbarRounding; // Radius of grab corners for scrollbar.
2266
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2267
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2268
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2269
float ImageBorderSize; // Thickness of border around Image() calls.
2270
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2271
float TabBorderSize; // Thickness of border around tabs.
2272
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
2273
float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2274
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2275
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2276
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2277
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2278
ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2279
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2280
float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
2281
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2282
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2283
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2284
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2285
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2286
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2287
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2288
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2289
ImVec2 ScrollStepSize; // Step size for scrolling, 0.0f uses default ImGui behaviour.
2290
float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.
2291
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2292
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2293
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2294
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2295
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
2296
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2297
2298
// Colors
2299
ImVec4 Colors[ImGuiCol_COUNT];
2300
2301
// Behaviors
2302
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2303
float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2304
float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2305
float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2306
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2307
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2308
2309
// [Internal]
2310
float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
2311
float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
2312
2313
// Functions
2314
IMGUI_API ImGuiStyle();
2315
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
2316
2317
// Obsolete names
2318
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2319
// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2320
#endif
2321
};
2322
2323
//-----------------------------------------------------------------------------
2324
// [SECTION] ImGuiIO
2325
//-----------------------------------------------------------------------------
2326
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2327
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2328
// It is generally expected that:
2329
// - initialization: backends and user code writes to ImGuiIO.
2330
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2331
//-----------------------------------------------------------------------------
2332
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2333
//-----------------------------------------------------------------------------
2334
2335
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2336
// 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.
2337
struct ImGuiKeyData
2338
{
2339
bool Down; // True for if key is down
2340
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2341
float DownDurationPrev; // Last frame duration the key has been down
2342
float AnalogValue; // 0.0f..1.0f for gamepad values
2343
};
2344
2345
struct ImGuiIO
2346
{
2347
//------------------------------------------------------------------
2348
// Configuration // Default value
2349
//------------------------------------------------------------------
2350
2351
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2352
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2353
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2354
ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2355
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2356
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2357
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2358
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2359
void* UserData; // = NULL // Store your own data.
2360
2361
// Font system
2362
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2363
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2364
bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2365
2366
// Keyboard/Gamepad Navigation options
2367
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2368
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2369
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2370
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2371
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2372
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2373
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2374
2375
// Miscellaneous options
2376
// (you can visualize and interact with all options in 'Demo->Configuration')
2377
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2378
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2379
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2380
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2381
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2382
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2383
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2384
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2385
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2386
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2387
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2388
2389
// Inputs Behaviors
2390
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2391
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2392
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2393
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2394
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2395
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2396
2397
//------------------------------------------------------------------
2398
// Debug options
2399
//------------------------------------------------------------------
2400
2401
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2402
// - Error recovery is provided as a way to facilitate:
2403
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2404
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2405
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2406
// You not are not supposed to rely on it in the course of a normal application run.
2407
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2408
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2409
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2410
// Otherwise it would severely hinder your ability to catch and correct mistakes!
2411
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2412
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2413
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2414
// - 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.
2415
bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2416
bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2417
bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2418
bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2419
2420
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2421
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2422
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2423
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2424
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2425
2426
// Tools to detect code submitting items with conflicting/duplicate IDs
2427
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2428
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2429
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2430
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2431
bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2432
2433
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2434
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2435
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
2436
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2437
bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2438
bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2439
2440
// Option to deactivate io.AddFocusEvent(false) handling.
2441
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2442
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2443
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2444
2445
// Option to audit .ini data
2446
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2447
2448
//------------------------------------------------------------------
2449
// Platform Identifiers
2450
// (the imgui_impl_xxxx backend files are setting those up for you)
2451
//------------------------------------------------------------------
2452
2453
// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2454
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2455
const char* BackendPlatformName; // = NULL
2456
const char* BackendRendererName; // = NULL
2457
void* BackendPlatformUserData; // = NULL // User data for platform backend
2458
void* BackendRendererUserData; // = NULL // User data for renderer backend
2459
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2460
2461
//------------------------------------------------------------------
2462
// Input - Call before calling NewFrame()
2463
//------------------------------------------------------------------
2464
2465
// Input Functions
2466
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2467
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2468
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2469
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2470
IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2471
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2472
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2473
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2474
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2475
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2476
2477
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2478
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2479
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2480
IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2481
IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2482
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2483
IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2484
#endif
2485
2486
//------------------------------------------------------------------
2487
// Output - Updated by NewFrame() or EndFrame()/Render()
2488
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2489
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2490
//------------------------------------------------------------------
2491
2492
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2493
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2494
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2495
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2496
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2497
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2498
bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2499
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2500
int MetricsRenderVertices; // Vertices output during last call to Render()
2501
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2502
int MetricsRenderWindows; // Number of visible windows
2503
int MetricsActiveWindows; // Number of active windows
2504
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2505
2506
//------------------------------------------------------------------
2507
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2508
//------------------------------------------------------------------
2509
2510
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2511
2512
// Main Input State
2513
// (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)
2514
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2515
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2516
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2517
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2518
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2519
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2520
bool KeyCtrl; // Keyboard modifier down: Control
2521
bool KeyShift; // Keyboard modifier down: Shift
2522
bool KeyAlt; // Keyboard modifier down: Alt
2523
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2524
2525
// Other state maintained from data above + IO function calls
2526
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2527
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2528
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2529
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2530
ImVec2 MouseClickedPos[5]; // Position at time of clicking
2531
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2532
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2533
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2534
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2535
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2536
bool MouseReleased[5]; // Mouse button went from Down to !Down
2537
double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2538
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2539
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2540
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2541
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
2542
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2543
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2544
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2545
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2546
bool AppFocusLost; // Only modify via AddFocusEvent()
2547
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2548
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2549
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2550
2551
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2552
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2553
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2554
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2555
// Read https://github.com/ocornut/imgui/issues/4921 for details.
2556
//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.
2557
//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.
2558
//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.
2559
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2560
2561
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2562
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
2563
2564
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2565
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2566
const char* (*GetClipboardTextFn)(void* user_data);
2567
void (*SetClipboardTextFn)(void* user_data, const char* text);
2568
void* ClipboardUserData;
2569
#endif
2570
2571
IMGUI_API ImGuiIO();
2572
};
2573
2574
//-----------------------------------------------------------------------------
2575
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2576
//-----------------------------------------------------------------------------
2577
2578
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2579
// The callback function should return 0 by default.
2580
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2581
// - 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.
2582
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2583
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2584
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2585
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2586
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2587
struct ImGuiInputTextCallbackData
2588
{
2589
ImGuiContext* Ctx; // Parent UI context
2590
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2591
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2592
void* UserData; // What user passed to InputText() // Read-only
2593
2594
// Arguments for the different callback events
2595
// - During Resize callback, Buf will be same as your input buffer.
2596
// - 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.
2597
// - 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.
2598
// - 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.
2599
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2600
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2601
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2602
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2603
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2604
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2605
int CursorPos; // // Read-write // [Completion,History,Always]
2606
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2607
int SelectionEnd; // // Read-write // [Completion,History,Always]
2608
2609
// Helper functions for text manipulation.
2610
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2611
IMGUI_API ImGuiInputTextCallbackData();
2612
IMGUI_API void DeleteChars(int pos, int bytes_count);
2613
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2614
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2615
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2616
bool HasSelection() const { return SelectionStart != SelectionEnd; }
2617
};
2618
2619
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2620
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2621
struct ImGuiSizeCallbackData
2622
{
2623
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2624
ImVec2 Pos; // Read-only. Window position, for reference.
2625
ImVec2 CurrentSize; // Read-only. Current window size.
2626
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2627
};
2628
2629
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2630
struct ImGuiPayload
2631
{
2632
// Members
2633
void* Data; // Data (copied and owned by dear imgui)
2634
int DataSize; // Data size
2635
2636
// [Internal]
2637
ImGuiID SourceId; // Source item id
2638
ImGuiID SourceParentId; // Source parent id (if available)
2639
int DataFrameCount; // Data timestamp
2640
char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2641
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2642
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2643
2644
ImGuiPayload() { Clear(); }
2645
void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2646
bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2647
bool IsPreview() const { return Preview; }
2648
bool IsDelivery() const { return Delivery; }
2649
};
2650
2651
//-----------------------------------------------------------------------------
2652
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2653
//-----------------------------------------------------------------------------
2654
2655
// Helper: Unicode defines
2656
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2657
#ifdef IMGUI_USE_WCHAR32
2658
#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2659
#else
2660
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2661
#endif
2662
2663
// 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.
2664
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2665
struct ImGuiOnceUponAFrame
2666
{
2667
ImGuiOnceUponAFrame() { RefFrame = -1; }
2668
mutable int RefFrame;
2669
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2670
};
2671
2672
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2673
struct ImGuiTextFilter
2674
{
2675
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2676
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2677
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2678
IMGUI_API void Build();
2679
void Clear() { InputBuf[0] = 0; Build(); }
2680
bool IsActive() const { return !Filters.empty(); }
2681
2682
// [Internal]
2683
struct ImGuiTextRange
2684
{
2685
const char* b;
2686
const char* e;
2687
2688
ImGuiTextRange() { b = e = NULL; }
2689
ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2690
bool empty() const { return b == e; }
2691
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2692
};
2693
char InputBuf[256];
2694
ImVector<ImGuiTextRange>Filters;
2695
int CountGrep;
2696
};
2697
2698
// Helper: Growable text buffer for logging/accumulating text
2699
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2700
struct ImGuiTextBuffer
2701
{
2702
ImVector<char> Buf;
2703
IMGUI_API static char EmptyString[1];
2704
2705
ImGuiTextBuffer() { }
2706
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2707
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2708
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2709
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2710
bool empty() const { return Buf.Size <= 1; }
2711
void clear() { Buf.clear(); }
2712
void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2713
void reserve(int capacity) { Buf.reserve(capacity); }
2714
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2715
IMGUI_API void append(const char* str, const char* str_end = NULL);
2716
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2717
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2718
};
2719
2720
// [Internal] Key+Value for ImGuiStorage
2721
struct ImGuiStoragePair
2722
{
2723
ImGuiID key;
2724
union { int val_i; float val_f; void* val_p; };
2725
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2726
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2727
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2728
};
2729
2730
// Helper: Key->Value storage
2731
// Typically you don't have to worry about this since a storage is held within each Window.
2732
// We use it to e.g. store collapse state for a tree (Int 0/1)
2733
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2734
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2735
// - 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).
2736
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2737
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2738
struct ImGuiStorage
2739
{
2740
// [Internal]
2741
ImVector<ImGuiStoragePair> Data;
2742
2743
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2744
// - Set***() functions find pair, insertion on demand if missing.
2745
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2746
void Clear() { Data.clear(); }
2747
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2748
IMGUI_API void SetInt(ImGuiID key, int val);
2749
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2750
IMGUI_API void SetBool(ImGuiID key, bool val);
2751
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2752
IMGUI_API void SetFloat(ImGuiID key, float val);
2753
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2754
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2755
2756
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2757
// - 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.
2758
// - 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)
2759
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2760
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2761
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2762
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2763
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2764
2765
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2766
IMGUI_API void BuildSortByKey();
2767
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2768
IMGUI_API void SetAllInt(int val);
2769
2770
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2771
//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2772
#endif
2773
};
2774
2775
// Helper: Manually clip large list of items.
2776
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2777
// clipping based on visibility to only submit items that are in view.
2778
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2779
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2780
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2781
// scale using lists with tens of thousands of items without a problem)
2782
// Usage:
2783
// ImGuiListClipper clipper;
2784
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2785
// while (clipper.Step())
2786
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2787
// ImGui::Text("line number %d", i);
2788
// Generally what happens is:
2789
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2790
// - User code submit that one element.
2791
// - Clipper can measure the height of the first element
2792
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2793
// - User code submit visible elements.
2794
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2795
struct ImGuiListClipper
2796
{
2797
ImGuiContext* Ctx; // Parent UI context
2798
int DisplayStart; // First item to display, updated by each call to Step()
2799
int DisplayEnd; // End of items to display (exclusive)
2800
int ItemsCount; // [Internal] Number of items
2801
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2802
double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2803
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2804
void* TempData; // [Internal] Internal data
2805
2806
// 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)
2807
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2808
IMGUI_API ImGuiListClipper();
2809
IMGUI_API ~ImGuiListClipper();
2810
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2811
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2812
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2813
2814
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2815
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2816
inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2817
IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2818
2819
// Seek cursor toward given item. This is automatically called while stepping.
2820
// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2821
// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2822
IMGUI_API void SeekCursorForItem(int item_index);
2823
2824
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2825
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2826
//inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2827
//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]
2828
#endif
2829
};
2830
2831
// Helpers: ImVec2/ImVec4 operators
2832
// - It is important that we are keeping those disabled by default so they don't leak in user space.
2833
// - 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)
2834
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2835
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
2836
#ifdef IMGUI_DEFINE_MATH_OPERATORS
2837
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2838
IM_MSVC_RUNTIME_CHECKS_OFF
2839
// ImVec2 operators
2840
inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2841
inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2842
inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2843
inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2844
inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2845
inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2846
inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2847
inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2848
inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2849
inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2850
inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2851
inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2852
inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2853
inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2854
inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2855
// ImVec4 operators
2856
inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
2857
inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
2858
inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2859
inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2860
inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2861
inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
2862
inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
2863
inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2864
inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2865
IM_MSVC_RUNTIME_CHECKS_RESTORE
2866
#endif
2867
2868
// Helpers macros to generate 32-bit encoded colors
2869
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2870
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
2871
#ifndef IM_COL32_R_SHIFT
2872
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2873
#define IM_COL32_R_SHIFT 16
2874
#define IM_COL32_G_SHIFT 8
2875
#define IM_COL32_B_SHIFT 0
2876
#define IM_COL32_A_SHIFT 24
2877
#define IM_COL32_A_MASK 0xFF000000
2878
#else
2879
#define IM_COL32_R_SHIFT 0
2880
#define IM_COL32_G_SHIFT 8
2881
#define IM_COL32_B_SHIFT 16
2882
#define IM_COL32_A_SHIFT 24
2883
#define IM_COL32_A_MASK 0xFF000000
2884
#endif
2885
#endif
2886
#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))
2887
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2888
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2889
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2890
2891
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2892
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2893
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2894
// **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.
2895
struct ImColor
2896
{
2897
ImVec4 Value;
2898
2899
constexpr ImColor() { }
2900
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2901
constexpr ImColor(const ImVec4& col) : Value(col) {}
2902
constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2903
constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2904
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2905
inline operator ImVec4() const { return Value; }
2906
2907
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2908
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
2909
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
2910
};
2911
2912
//-----------------------------------------------------------------------------
2913
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2914
//-----------------------------------------------------------------------------
2915
2916
// Multi-selection system
2917
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2918
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2919
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2920
// with support for clipper (skipping non-visible items), box-select and many other details.
2921
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2922
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2923
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2924
// - In the spirit of Dear ImGui design, your code owns actual selection data.
2925
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2926
// About ImGuiSelectionBasicStorage:
2927
// - This is an optional helper to store a selection state and apply selection requests.
2928
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2929
// Usage:
2930
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2931
// - Store and maintain actual selection data using persistent object identifiers.
2932
// - Usage flow:
2933
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2934
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2935
// - (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.
2936
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2937
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2938
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2939
// 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.
2940
// About ImGuiSelectionUserData:
2941
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2942
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2943
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2944
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2945
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2946
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2947
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2948
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2949
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2950
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2951
2952
// Flags for BeginMultiSelect()
2953
enum ImGuiMultiSelectFlags_
2954
{
2955
ImGuiMultiSelectFlags_None = 0,
2956
ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2957
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
2958
ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2959
ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2960
ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2961
ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
2962
ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2963
ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2964
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
2965
ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
2966
ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
2967
ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2968
ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2969
ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
2970
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2971
//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.
2972
ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2973
};
2974
2975
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2976
// This mainly contains a list of selection requests.
2977
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2978
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2979
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2980
struct ImGuiMultiSelectIO
2981
{
2982
//------------------------------------------// BeginMultiSelect / EndMultiSelect
2983
ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2984
ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2985
ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2986
bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2987
bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2988
int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2989
};
2990
2991
// Selection request type
2992
enum ImGuiSelectionRequestType
2993
{
2994
ImGuiSelectionRequestType_None = 0,
2995
ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2996
ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
2997
};
2998
2999
// Selection request item
3000
struct ImGuiSelectionRequest
3001
{
3002
//------------------------------------------// BeginMultiSelect / EndMultiSelect
3003
ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
3004
bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3005
ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
3006
ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3007
ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3008
};
3009
3010
// Optional helper to store multi-selection state + apply multi-selection requests.
3011
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3012
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3013
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3014
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3015
// To store a multi-selection, in your application you could:
3016
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3017
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3018
// In ImGuiSelectionBasicStorage we:
3019
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3020
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3021
// - use decently optimized logic to allow queries and insertion of very large selection sets.
3022
// - do not preserve selection order.
3023
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3024
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3025
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3026
struct ImGuiSelectionBasicStorage
3027
{
3028
// Members
3029
int Size; // // Number of selected items, maintained by this helper.
3030
bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3031
void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3032
ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3033
int _SelectionOrder;// [Internal] Increasing counter to store selection order
3034
ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3035
3036
// Methods
3037
IMGUI_API ImGuiSelectionBasicStorage();
3038
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3039
IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3040
IMGUI_API void Clear(); // Clear selection
3041
IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3042
IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3043
IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3044
inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3045
};
3046
3047
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3048
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3049
struct ImGuiSelectionExternalStorage
3050
{
3051
// Members
3052
void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3053
void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3054
3055
// Methods
3056
IMGUI_API ImGuiSelectionExternalStorage();
3057
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3058
};
3059
3060
//-----------------------------------------------------------------------------
3061
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3062
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3063
//-----------------------------------------------------------------------------
3064
3065
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3066
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3067
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3068
#endif
3069
3070
// ImDrawIdx: vertex index. [Compile-time configurable type]
3071
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3072
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3073
#ifndef ImDrawIdx
3074
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3075
#endif
3076
3077
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3078
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3079
// you can poke into the draw list for that! Draw callback may be useful for example to:
3080
// A) Change your GPU render state,
3081
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3082
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3083
// 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.
3084
#ifndef ImDrawCallback
3085
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3086
#endif
3087
3088
// Special Draw callback value to request renderer backend to reset the graphics/render state.
3089
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3090
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3091
// 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).
3092
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3093
3094
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3095
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3096
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3097
// Backends made for <1.71. will typically ignore the VtxOffset fields.
3098
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3099
struct ImDrawCmd
3100
{
3101
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3102
ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3103
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
3104
unsigned int IdxOffset; // 4 // Start offset in index buffer.
3105
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
3106
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3107
void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3108
int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3109
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3110
3111
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3112
3113
// 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)
3114
// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3115
inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID
3116
};
3117
3118
// Vertex layout
3119
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3120
struct ImDrawVert
3121
{
3122
ImVec2 pos;
3123
ImVec2 uv;
3124
ImU32 col;
3125
};
3126
#else
3127
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3128
// 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.
3129
// 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.
3130
// 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.
3131
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3132
#endif
3133
3134
// [Internal] For use by ImDrawList
3135
struct ImDrawCmdHeader
3136
{
3137
ImVec4 ClipRect;
3138
ImTextureRef TexRef;
3139
unsigned int VtxOffset;
3140
};
3141
3142
// [Internal] For use by ImDrawListSplitter
3143
struct ImDrawChannel
3144
{
3145
ImVector<ImDrawCmd> _CmdBuffer;
3146
ImVector<ImDrawIdx> _IdxBuffer;
3147
};
3148
3149
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3150
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3151
struct ImDrawListSplitter
3152
{
3153
int _Current; // Current channel number (0)
3154
int _Count; // Number of active channels (1+)
3155
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3156
3157
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
3158
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3159
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3160
IMGUI_API void ClearFreeMemory();
3161
IMGUI_API void Split(ImDrawList* draw_list, int count);
3162
IMGUI_API void Merge(ImDrawList* draw_list);
3163
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3164
};
3165
3166
// Flags for ImDrawList functions
3167
// (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)
3168
enum ImDrawFlags_
3169
{
3170
ImDrawFlags_None = 0,
3171
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3172
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3173
ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3174
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3175
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3176
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3177
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3178
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3179
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3180
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3181
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3182
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3183
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3184
};
3185
3186
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3187
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3188
enum ImDrawListFlags_
3189
{
3190
ImDrawListFlags_None = 0,
3191
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3192
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3193
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3194
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3195
};
3196
3197
// Draw command list
3198
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3199
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3200
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3201
// access the current window draw list and draw custom primitives.
3202
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3203
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3204
// 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!)
3205
// 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.
3206
struct ImDrawList
3207
{
3208
// This is what you have to render
3209
ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3210
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3211
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3212
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3213
3214
// [Internal, used while building lists]
3215
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3216
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3217
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3218
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3219
ImVector<ImVec2> _Path; // [Internal] current path building
3220
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3221
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3222
ImVector<ImVec4> _ClipRectStack; // [Internal]
3223
ImVector<ImTextureRef> _TextureStack; // [Internal]
3224
ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3225
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3226
const char* _OwnerName; // Pointer to owner window's name for debugging
3227
3228
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3229
// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3230
IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3231
IMGUI_API ~ImDrawList();
3232
3233
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
3234
IMGUI_API void PushClipRectFullScreen();
3235
IMGUI_API void PopClipRect();
3236
IMGUI_API void PushTexture(ImTextureRef tex_ref);
3237
IMGUI_API void PopTexture();
3238
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3239
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3240
3241
// Primitives
3242
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3243
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3244
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3245
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3246
// In future versions we will use textures to provide cheaper and higher-quality circles.
3247
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3248
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3249
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
3250
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3251
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
3252
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3253
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3254
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3255
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3256
IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3257
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3258
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3259
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3260
IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3261
IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3262
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3263
IMGUI_API void AddText(ImFont* font, float font_size, float font_weight, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
3264
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
3265
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
3266
3267
// General polygon
3268
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3269
// - 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.
3270
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3271
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3272
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3273
3274
// Image primitives
3275
// - Read FAQ to understand what ImTextureID/ImTextureRef are.
3276
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3277
// - "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.
3278
IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3279
IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3280
IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3281
3282
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3283
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3284
// 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().
3285
inline void PathClear() { _Path.Size = 0; }
3286
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3287
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3288
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3289
inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3290
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3291
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3292
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
3293
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3294
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3295
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3296
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3297
3298
// Advanced: Draw Callbacks
3299
// - 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).
3300
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3301
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3302
// - 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.
3303
// - 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).
3304
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3305
// - 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.
3306
// - 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*.
3307
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3308
3309
// Advanced: Miscellaneous
3310
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
3311
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3312
3313
// Advanced: Channels
3314
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3315
// - 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)
3316
// - This API shouldn't have been in ImDrawList in the first place!
3317
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3318
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3319
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3320
inline void ChannelsMerge() { _Splitter.Merge(this); }
3321
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3322
3323
// Advanced: Primitives allocations
3324
// - We render triangles (three vertices)
3325
// - All primitives needs to be reserved via PrimReserve() beforehand.
3326
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3327
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3328
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3329
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3330
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
3331
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3332
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3333
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3334
3335
// Obsolete names
3336
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3337
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x
3338
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x
3339
#endif
3340
//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)
3341
//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)
3342
//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)
3343
//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)
3344
//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)
3345
3346
// [Internal helpers]
3347
IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
3348
IMGUI_API void _ResetForNewFrame();
3349
IMGUI_API void _ClearFreeMemory();
3350
IMGUI_API void _PopUnusedDrawCmd();
3351
IMGUI_API void _TryMergeDrawCmds();
3352
IMGUI_API void _OnChangedClipRect();
3353
IMGUI_API void _OnChangedTexture();
3354
IMGUI_API void _OnChangedVtxOffset();
3355
IMGUI_API void _SetTexture(ImTextureRef tex_ref);
3356
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3357
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3358
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3359
};
3360
3361
// All draw data to render a Dear ImGui frame
3362
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3363
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3364
struct ImDrawData
3365
{
3366
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3367
int CmdListsCount; // Number of ImDrawList* to render. (== CmdLists.Size). Exists for legacy reason.
3368
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3369
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3370
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3371
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3372
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3373
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3374
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3375
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures.
3376
3377
// Functions
3378
ImDrawData() { Clear(); }
3379
IMGUI_API void Clear();
3380
IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3381
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
3382
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3383
};
3384
3385
//-----------------------------------------------------------------------------
3386
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3387
//-----------------------------------------------------------------------------
3388
// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3389
// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3390
// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3391
//-----------------------------------------------------------------------------
3392
3393
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3394
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3395
enum ImTextureFormat
3396
{
3397
ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3398
ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3399
};
3400
3401
// Status of a texture to communicate with Renderer Backend.
3402
enum ImTextureStatus
3403
{
3404
ImTextureStatus_OK,
3405
ImTextureStatus_Destroyed, // Backend destroyed the texture.
3406
ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
3407
ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3408
ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
3409
};
3410
3411
// Coordinates of a rectangle within a texture.
3412
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3413
// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3414
struct ImTextureRect
3415
{
3416
unsigned short x, y; // Upper-left coordinates of rectangle to update
3417
unsigned short w, h; // Size of rectangle to update (in pixels)
3418
};
3419
3420
// Specs and pixel storage for a texture used by Dear ImGui.
3421
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3422
// Renderer Backends will create a GPU-side version of this.
3423
// Why does we store two identifiers: TexID and BackendUserData?
3424
// - 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.
3425
// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3426
// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3427
struct ImTextureData
3428
{
3429
//------------------------------------------ core / backend ---------------------------------------
3430
int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3431
ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3432
void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
3433
ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3434
ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3435
int Width; // w r // Texture width
3436
int Height; // w r // Texture height
3437
int BytesPerPixel; // w r // 4 or 1
3438
unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3439
ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
3440
ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
3441
ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
3442
int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3443
unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
3444
bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3445
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3446
3447
// Functions
3448
ImTextureData() { memset(this, 0, sizeof(*this)); }
3449
~ImTextureData() { DestroyPixels(); }
3450
IMGUI_API void Create(ImTextureFormat format, int w, int h);
3451
IMGUI_API void DestroyPixels();
3452
void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
3453
void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3454
int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
3455
int GetPitch() const { return Width * BytesPerPixel; }
3456
ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3457
ImTextureID GetTexID() const { return TexID; }
3458
3459
// Called by Renderer backend
3460
void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!
3461
void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!
3462
};
3463
3464
//-----------------------------------------------------------------------------
3465
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3466
//-----------------------------------------------------------------------------
3467
3468
// A font input/source (we may rename this to ImFontSource in the future)
3469
struct ImFontConfig
3470
{
3471
// Data Source
3472
char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
3473
void* FontData; // // TTF/OTF data
3474
int FontDataSize; // // TTF/OTF data size
3475
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3476
3477
// Options
3478
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
3479
bool 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.
3480
bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
3481
ImS8 FontNo; // 0 // Index of font within TTF/OTF file
3482
ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3483
ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3484
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3485
float Weight;
3486
const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3487
const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3488
//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.
3489
ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3490
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3491
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3492
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3493
unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3494
//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.
3495
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3496
float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3497
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3498
3499
// [Internal]
3500
ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3501
ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3502
const ImFontLoader* FontLoader; // Custom font backend for this source (other use one stored in ImFontAtlas)
3503
void* FontLoaderData; // Font loader opaque storage (per font config)
3504
3505
IMGUI_API ImFontConfig();
3506
};
3507
3508
// Hold rendering data for one glyph.
3509
// (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)
3510
struct ImFontGlyph
3511
{
3512
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3513
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3514
unsigned int SourceIdx : 4; // Index of source in parent font
3515
unsigned int Codepoint : 26; // 0x0000..0x10FFFF
3516
float AdvanceX; // Horizontal distance to advance cursor/layout position.
3517
float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
3518
float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3519
int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3520
3521
ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; }
3522
};
3523
3524
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3525
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3526
struct ImFontGlyphRangesBuilder
3527
{
3528
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3529
3530
ImFontGlyphRangesBuilder() { Clear(); }
3531
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
3532
inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3533
inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3534
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3535
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3536
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3537
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3538
};
3539
3540
// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3541
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3542
typedef int ImFontAtlasRectId;
3543
#define ImFontAtlasRectId_Invalid -1
3544
3545
// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3546
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3547
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3548
struct ImFontAtlasRect
3549
{
3550
unsigned short x, y; // Position (in current texture)
3551
unsigned short w, h; // Size
3552
ImVec2 uv0, uv1; // UV coordinates (in current texture)
3553
3554
ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }
3555
};
3556
3557
// Flags for ImFontAtlas build
3558
enum ImFontAtlasFlags_
3559
{
3560
ImFontAtlasFlags_None = 0,
3561
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3562
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3563
ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3564
};
3565
3566
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3567
// - One or more fonts.
3568
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3569
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3570
// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3571
// It is the rendering backend responsibility to upload texture into your graphics API:
3572
// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3573
// - Backend then set ImTextureData's TexID and BackendUserData.
3574
// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3575
// Legacy path:
3576
// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3577
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3578
// Common pitfalls:
3579
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3580
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3581
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3582
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3583
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3584
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3585
struct ImFontAtlas
3586
{
3587
IMGUI_API ImFontAtlas();
3588
IMGUI_API ~ImFontAtlas();
3589
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3590
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3591
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3592
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3593
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3594
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, float weight = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
3595
IMGUI_API void RemoveFont(ImFont* font);
3596
3597
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)
3598
IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
3599
3600
// As we are transitioning toward a new font system, we expect to obsolete those soon:
3601
IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3602
IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
3603
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3604
3605
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3606
// Legacy path for build atlas + retrieving pixel data.
3607
// - 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().
3608
// - The pitch is always = Width * BytesPerPixels (1 or 4)
3609
// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3610
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3611
// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3612
// - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3613
// - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3614
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3615
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3616
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3617
void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
3618
void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3619
bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3620
#endif
3621
3622
//-------------------------------------------
3623
// Glyph Ranges
3624
//-------------------------------------------
3625
3626
// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3627
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3628
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3629
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3630
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
3631
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3632
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3633
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3634
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3635
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3636
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3637
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3638
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3639
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3640
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3641
#endif
3642
3643
//-------------------------------------------
3644
// [ALPHA] Custom Rectangles/Glyphs API
3645
//-------------------------------------------
3646
3647
// Register and retrieve custom rectangles
3648
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3649
// - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call)
3650
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3651
// - VERY IMPORTANT:
3652
// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3653
// - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3654
// - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3655
// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3656
// - Read docs/FONTS.md for more details about using colorful icons.
3657
// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3658
// - (Pre-1.92 names) ------------> (1.92 names)
3659
// - GetCustomRectByIndex() --> Use GetCustomRect()
3660
// - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3661
// - AddCustomRectRegular() --> Renamed to AddCustomRect()
3662
// - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3663
// - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3664
IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3665
IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3666
IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3667
3668
//-------------------------------------------
3669
// Members
3670
//-------------------------------------------
3671
3672
// Input
3673
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3674
ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3675
int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3676
int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
3677
int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
3678
int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
3679
int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
3680
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3681
3682
// Output
3683
// - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3684
// - 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.
3685
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3686
ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
3687
#else
3688
union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x
3689
#endif
3690
ImTextureData* TexData; // Latest texture.
3691
3692
// [Internal]
3693
ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3694
bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3695
bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3696
bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3697
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
3698
ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3699
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
3700
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
3701
ImVector<ImFontConfig> Sources; // Source/configuration data
3702
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3703
int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
3704
int FontNextUniqueID; // Next value to be stored in ImFont->FontID
3705
ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3706
ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3707
const 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!
3708
const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
3709
void* FontLoaderData; // Font backend opaque storage
3710
unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3711
int RefCount; // Number of contexts using this atlas
3712
ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
3713
3714
// [Obsolete]
3715
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3716
// 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.
3717
ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
3718
inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X
3719
inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X
3720
inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X
3721
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig
3722
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, float font_weight, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X
3723
#endif
3724
//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.
3725
//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)
3726
//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X
3727
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3728
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3729
};
3730
3731
// Font runtime data for a given size
3732
// Important: pointers to ImFontBaked are only valid for the current frame.
3733
struct ImFontBaked
3734
{
3735
// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3736
ImVector<float> IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3737
float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
3738
float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3739
float RasterizerDensity; // 4 // in // Density this is baked at
3740
float Weight;
3741
3742
// [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3743
ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3744
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3745
int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
3746
3747
// [Internal] Members: Cold
3748
float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3749
unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3750
unsigned int WantDestroy:1; // 0 // // Queued for destroy
3751
unsigned int LockLoadingFallback:1; // 0 // //
3752
int LastUsedFrame; // 4 // // Record of that time this was bounds
3753
ImGuiID BakedId; // 4 //
3754
ImFont* ContainerFont; // 4-8 // in // Parent font
3755
void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
3756
3757
// Functions
3758
IMGUI_API ImFontBaked();
3759
IMGUI_API void ClearOutputData();
3760
IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
3761
IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
3762
IMGUI_API float GetCharAdvance(ImWchar c);
3763
IMGUI_API bool IsGlyphLoaded(ImWchar c);
3764
};
3765
3766
// Font flags
3767
// (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)
3768
enum ImFontFlags_
3769
{
3770
ImFontFlags_None = 0,
3771
ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
3772
ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
3773
ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
3774
};
3775
3776
// Font runtime data and rendering
3777
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
3778
// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.
3779
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
3780
// - 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).
3781
struct ImFont
3782
{
3783
// [Internal] Members: Hot ~12-20 bytes
3784
ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
3785
ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into.
3786
ImFontFlags Flags; // 4 // Font flags.
3787
float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
3788
3789
// [Internal] Members: Cold ~24-52 bytes
3790
// Conceptually Sources[] is the list of font sources merged to create this font.
3791
ImGuiID FontId; // Unique identifier for the font
3792
float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
3793
float DefaultWeight; // 4 // in // Default font weight
3794
ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]
3795
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
3796
ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3797
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3798
bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
3799
ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
3800
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3801
float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3802
#endif
3803
3804
// Methods
3805
IMGUI_API ImFont();
3806
IMGUI_API ~ImFont();
3807
IMGUI_API bool IsGlyphInFont(ImWchar c);
3808
bool IsLoaded() const { return ContainerAtlas != NULL; }
3809
const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
3810
3811
// [Internal] Don't use!
3812
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3813
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3814
IMGUI_API ImFontBaked* GetFontBaked(float font_size, float font_weight, float density = -1.0f); // Get or create baked data for given size
3815
IMGUI_API ImVec2 CalcTextSizeA(float size, float weight, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
3816
IMGUI_API const char* CalcWordWrapPosition(float size, float weight, const char* text, const char* text_end, float wrap_width);
3817
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, float weight, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
3818
IMGUI_API void RenderText(ImDrawList* draw_list, float size, float weight, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false);
3819
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3820
inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, DefaultWeight, text, text_end, wrap_width); }
3821
#endif
3822
3823
// [Internal] Don't use!
3824
IMGUI_API void ClearOutputData();
3825
IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
3826
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3827
};
3828
3829
// This is provided for consistency (but we don't actually use this)
3830
inline ImTextureID ImTextureRef::GetTexID() const
3831
{
3832
IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
3833
return _TexData ? _TexData->TexID : _TexID;
3834
}
3835
3836
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
3837
inline ImTextureID ImDrawCmd::GetTexID() const
3838
{
3839
// If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
3840
// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
3841
ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
3842
if (TexRef._TexData != NULL)
3843
IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
3844
return tex_id;
3845
}
3846
3847
//-----------------------------------------------------------------------------
3848
// [SECTION] Viewports
3849
//-----------------------------------------------------------------------------
3850
3851
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3852
enum ImGuiViewportFlags_
3853
{
3854
ImGuiViewportFlags_None = 0,
3855
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3856
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3857
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
3858
};
3859
3860
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3861
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
3862
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3863
// - About Main Area vs Work Area:
3864
// - Main Area = entire viewport.
3865
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3866
// - Windows are generally trying to stay within the Work Area of their host viewport.
3867
struct ImGuiViewport
3868
{
3869
ImGuiID ID; // Unique identifier for the viewport
3870
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3871
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3872
ImVec2 Size; // Main Area: Size of the viewport.
3873
ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
3874
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3875
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3876
3877
// Platform/Backend Dependent Data
3878
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
3879
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
3880
3881
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3882
3883
// Helpers
3884
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3885
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3886
};
3887
3888
//-----------------------------------------------------------------------------
3889
// [SECTION] Platform Dependent Interfaces
3890
//-----------------------------------------------------------------------------
3891
3892
// Access via ImGui::GetPlatformIO()
3893
struct ImGuiPlatformIO
3894
{
3895
IMGUI_API ImGuiPlatformIO();
3896
3897
//------------------------------------------------------------------
3898
// Input - Interface with OS and Platform backend (most common stuff)
3899
//------------------------------------------------------------------
3900
3901
// Optional: Access OS clipboard
3902
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3903
const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3904
void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3905
void* Platform_ClipboardUserData;
3906
3907
// Optional: Open link/folder/file in OS Shell
3908
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
3909
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3910
void* Platform_OpenInShellUserData;
3911
3912
// 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)
3913
// (default to use native imm32 api on Windows)
3914
void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3915
void* Platform_ImeUserData;
3916
//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3917
3918
// Optional: Platform locale
3919
// [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3920
ImWchar Platform_LocaleDecimalPoint; // '.'
3921
3922
//------------------------------------------------------------------
3923
// Input - Interface with Renderer Backend
3924
//------------------------------------------------------------------
3925
3926
// Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
3927
int Renderer_TextureMaxWidth;
3928
int Renderer_TextureMaxHeight;
3929
3930
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
3931
void* Renderer_RenderState;
3932
3933
//------------------------------------------------------------------
3934
// Output
3935
//------------------------------------------------------------------
3936
3937
// Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3938
// 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.
3939
ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
3940
};
3941
3942
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
3943
struct ImGuiPlatformImeData
3944
{
3945
bool WantVisible; // A widget wants the IME to be visible.
3946
bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
3947
ImVec2 InputPos; // Position of input cursor (for IME).
3948
float InputLineHeight; // Line height (for IME).
3949
ImGuiID ViewportId; // ID of platform window/viewport.
3950
3951
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3952
};
3953
3954
//-----------------------------------------------------------------------------
3955
// [SECTION] Obsolete functions and types
3956
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3957
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3958
//-----------------------------------------------------------------------------
3959
3960
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3961
namespace ImGui
3962
{
3963
// OBSOLETED in 1.92.0 (from June 2025)
3964
static inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f, font ? font->DefaultWeight : -1.0f); }
3965
IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
3966
// OBSOLETED in 1.91.9 (from February 2025)
3967
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
3968
// OBSOLETED in 1.91.0 (from July 2024)
3969
static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
3970
static inline void PopButtonRepeat() { PopItemFlag(); }
3971
static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3972
static inline void PopTabStop() { PopItemFlag(); }
3973
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3974
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3975
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3976
// OBSOLETED in 1.90.0 (from September 2023)
3977
static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3978
static inline void EndChildFrame() { EndChild(); }
3979
//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_Borders
3980
//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_Borders
3981
static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3982
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3983
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3984
// OBSOLETED in 1.89.7 (from June 2023)
3985
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3986
3987
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3988
//-- OBSOLETED in 1.89.4 (from March 2023)
3989
//static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3990
//static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
3991
//-- OBSOLETED in 1.89 (from August 2022)
3992
//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.
3993
//-- OBSOLETED in 1.88 (from May 2022)
3994
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3995
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3996
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
3997
//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!
3998
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3999
//-- OBSOLETED in 1.86 (from November 2021)
4000
//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.
4001
//-- OBSOLETED in 1.85 (from August 2021)
4002
//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4003
//-- OBSOLETED in 1.81 (from February 2021)
4004
//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
4005
//static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
4006
//static inline void ListBoxFooter() { EndListBox(); }
4007
//-- OBSOLETED in 1.79 (from August 2020)
4008
//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!
4009
//-- 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.
4010
//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)
4011
//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)
4012
//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)
4013
//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)
4014
//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)
4015
//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)
4016
//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)
4017
//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)
4018
//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)
4019
//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)
4020
//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)
4021
//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)
4022
//-- OBSOLETED in 1.77 and before
4023
//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)
4024
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
4025
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
4026
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
4027
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
4028
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
4029
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
4030
//-- OBSOLETED in 1.60 and before
4031
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
4032
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4033
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4034
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4035
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4036
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4037
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4038
//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().
4039
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4040
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4041
//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)
4042
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4043
//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.
4044
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4045
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4046
//-- OBSOLETED in 1.50 and before
4047
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
4048
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
4049
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
4050
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
4051
}
4052
4053
//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect
4054
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
4055
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4056
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4057
// 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.
4058
typedef ImFontAtlasRect ImFontAtlasCustomRect;
4059
/*struct ImFontAtlasCustomRect
4060
{
4061
unsigned short X, Y; // Output // Packed position in Atlas
4062
unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
4063
unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4064
unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4065
float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4066
ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4067
ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4068
ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4069
bool IsPacked() const { return X != 0xFFFF; }
4070
};*/
4071
4072
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4073
//typedef ImDrawFlags ImDrawCornerFlags;
4074
//enum ImDrawCornerFlags_
4075
//{
4076
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4077
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4078
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4079
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4080
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4081
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
4082
// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4083
// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4084
// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4085
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4086
//};
4087
4088
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4089
// 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.
4090
//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.
4091
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4092
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4093
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4094
4095
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
4096
4097
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4098
4099
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4100
#ifdef IMGUI_DISABLE_METRICS_WINDOW
4101
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4102
#endif
4103
4104
//-----------------------------------------------------------------------------
4105
4106
#if defined(__clang__)
4107
#pragma clang diagnostic pop
4108
#elif defined(__GNUC__)
4109
#pragma GCC diagnostic pop
4110
#endif
4111
4112
#ifdef _MSC_VER
4113
#pragma warning (pop)
4114
#endif
4115
4116
// Include imgui_user.h at the end of imgui.h
4117
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4118
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4119
#ifdef IMGUI_USER_H_FILENAME
4120
#include IMGUI_USER_H_FILENAME
4121
#else
4122
#include "imgui_user.h"
4123
#endif
4124
#endif
4125
4126
#endif // #ifndef IMGUI_DISABLE
4127
4128