Path: blob/master/dep/imgui/include/imgui_internal.h
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// dear imgui, v1.92.01// (internal structures/api)23// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.45/*67Index of this file:89// [SECTION] Header mess10// [SECTION] Forward declarations11// [SECTION] Context pointer12// [SECTION] STB libraries includes13// [SECTION] Macros14// [SECTION] Generic helpers15// [SECTION] ImDrawList support16// [SECTION] Style support17// [SECTION] Data types support18// [SECTION] Widgets support: flags, enums, data structures19// [SECTION] Popup support20// [SECTION] Inputs support21// [SECTION] Clipper support22// [SECTION] Navigation support23// [SECTION] Typing-select support24// [SECTION] Columns support25// [SECTION] Box-select support26// [SECTION] Multi-select support27// [SECTION] Docking support28// [SECTION] Viewport support29// [SECTION] Settings support30// [SECTION] Localization support31// [SECTION] Error handling, State recovery support32// [SECTION] Metrics, Debug tools33// [SECTION] Generic context hooks34// [SECTION] ImGuiContext (main imgui context)35// [SECTION] ImGuiWindowTempData, ImGuiWindow36// [SECTION] Tab bar, Tab item support37// [SECTION] Table support38// [SECTION] ImGui internal API39// [SECTION] ImFontLoader40// [SECTION] ImFontAtlas internal API41// [SECTION] Test Engine specific hooks (imgui_test_engine)4243*/4445#pragma once46#ifndef IMGUI_DISABLE4748//-----------------------------------------------------------------------------49// [SECTION] Header mess50//-----------------------------------------------------------------------------5152#ifndef IMGUI_VERSION53#include "imgui.h"54#endif5556#include <stdio.h> // FILE*, sscanf57#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof58#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf59#include <limits.h> // INT_MIN, INT_MAX6061// Enable SSE intrinsics if available62#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)63#define IMGUI_ENABLE_SSE64#include <immintrin.h>65#if (defined __AVX__ || defined __SSE4_2__)66#define IMGUI_ENABLE_SSE4_267#include <nmmintrin.h>68#endif69#endif70// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #821371#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__)72#define IMGUI_ENABLE_SSE4_2_CRC73#endif7475// Visual Studio warnings76#ifdef _MSC_VER77#pragma warning (push)78#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)79#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)80#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).81#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later82#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types83#endif84#endif8586// Clang/GCC warnings with -Weverything87#if defined(__clang__)88#pragma clang diagnostic push89#if __has_warning("-Wunknown-warning-option")90#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'91#endif92#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'93#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()94#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast95#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant96#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function97#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision98#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn'99#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated100#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access101#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type102#elif defined(__GNUC__)103#pragma GCC diagnostic push104#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind105#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe106#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 instead107#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated108#endif109110// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h111// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h112#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED)113#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h!114#endif115116// Legacy defines117#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74118#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS119#endif120#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74121#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS122#endif123124// Enable stb_truetype by default unless FreeType is enabled.125// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.126#ifndef IMGUI_ENABLE_FREETYPE127#define IMGUI_ENABLE_STB_TRUETYPE128#endif129130//-----------------------------------------------------------------------------131// [SECTION] Forward declarations132//-----------------------------------------------------------------------------133134// Utilities135// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>)136struct ImBitVector; // Store 1-bit per value137struct ImRect; // An axis-aligned rectangle (2 points)138struct ImGuiTextIndex; // Maintain a line index for a text buffer.139140// ImDrawList/ImFontAtlas141struct ImDrawDataBuilder; // Helper to build a ImDrawData instance142struct ImDrawListSharedData; // Data shared between all ImDrawList instances143struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas144struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions145struct ImFontAtlasRectEntry; // Packed rectangle lookup entry146147// ImGui148struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others)149struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it150struct ImGuiContext; // Main Dear ImGui context151struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine152struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum153struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function.154struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery155struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()156struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box157struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id158struct ImGuiLastItemData; // Status storage for last submitted items159struct ImGuiLocEntry; // A localization entry.160struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only161struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection).162struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing).163struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result164struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions165struct ImGuiNextWindowData; // Storage for SetNextWindow** functions166struct ImGuiNextItemData; // Storage for SetNextItem** functions167struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api168struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api169struct ImGuiPopupData; // Storage for current popup stack170struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file171struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it172struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum)173struct ImGuiTabBar; // Storage for a tab bar174struct ImGuiTabItem; // Storage for a tab item (within a tab bar)175struct ImGuiTable; // Storage for a table176struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow()177struct ImGuiTableColumn; // Storage for one column of a table178struct ImGuiTableInstanceData; // Storage for one instance of a same table179struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.180struct ImGuiTableSettings; // Storage for a table .ini settings181struct ImGuiTableColumnsSettings; // Storage for a column .ini settings182struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode().183struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()184struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)185struct ImGuiWindow; // Storage for one window186struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)187struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)188189// Enumerations190// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.191enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation.192typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical193194// Flags195typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)196typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags197typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow()198typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags199typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()200typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function201typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor()202typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests203typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions204typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions205typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests206typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()207typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()208typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()209typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()210typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()211212// Table column indexing213typedef ImS16 ImGuiTableColumnIdx;214typedef ImU16 ImGuiTableDrawChannelIdx;215216//-----------------------------------------------------------------------------217// [SECTION] Context pointer218// See implementation of this variable in imgui.cpp for comments and details.219//-----------------------------------------------------------------------------220221#ifndef GImGui222extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer223#endif224225//-----------------------------------------------------------------------------226// [SECTION] Macros227//-----------------------------------------------------------------------------228229// Debug Printing Into TTY230// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)231#ifndef IMGUI_DEBUG_PRINTF232#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS233#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__)234#else235#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0)236#endif237#endif238239// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.240#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0)241#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)242#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)243#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)244#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)245#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)246#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)247#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)248#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context.249#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)250251// Static Asserts252#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")253254// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.255// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.256//#define IMGUI_DEBUG_PARANOID257#ifdef IMGUI_DEBUG_PARANOID258#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)259#else260#define IM_ASSERT_PARANOID(_EXPR)261#endif262263// Misc Macros264#define IM_PI 3.14159265358979323846f265#ifdef _WIN32266#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)267#else268#define IM_NEWLINE "\n"269#endif270#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override271#define IM_TABSIZE (4)272#endif273#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8274#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose275#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255276#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds277#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //278#define IM_STRINGIFY_HELPER(_X) #_X279#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.280#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS281#define IM_FLOOR IM_TRUNC282#endif283284// Hint for branch prediction285#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L))286#define IM_LIKELY [[likely]]287#define IM_UNLIKELY [[unlikely]]288#else289#define IM_LIKELY290#define IM_UNLIKELY291#endif292293// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall294#ifdef _MSC_VER295#define IMGUI_CDECL __cdecl296#else297#define IMGUI_CDECL298#endif299300// Warnings301#if defined(_MSC_VER) && !defined(__clang__)302#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))303#else304#define IM_MSVC_WARNING_SUPPRESS(XXXX)305#endif306307// Debug Tools308// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.309// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.310#ifndef IM_DEBUG_BREAK311#if defined (_MSC_VER)312#define IM_DEBUG_BREAK() __debugbreak()313#elif defined(__clang__)314#define IM_DEBUG_BREAK() __builtin_debugtrap()315#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))316#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop")317#elif defined(__GNUC__) && defined(__thumb__)318#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")319#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)320#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0")321#else322#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!323#endif324#endif // #ifndef IM_DEBUG_BREAK325326// Format specifiers, printing 64-bit hasn't been decently standardized...327// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.328#if defined(_MSC_VER) && !defined(__clang__)329#define IM_PRId64 "I64d"330#define IM_PRIu64 "I64u"331#define IM_PRIX64 "I64X"332#else333#define IM_PRId64 "lld"334#define IM_PRIu64 "llu"335#define IM_PRIX64 "llX"336#endif337338//-----------------------------------------------------------------------------339// [SECTION] Generic helpers340// Note that the ImXXX helpers functions are lower-level than ImGui functions.341// ImGui functions or the ImGui context are never called/used from other ImXXX functions.342//-----------------------------------------------------------------------------343// - Helpers: Hashing344// - Helpers: Sorting345// - Helpers: Bit manipulation346// - Helpers: String347// - Helpers: Formatting348// - Helpers: UTF-8 <> wchar conversions349// - Helpers: ImVec2/ImVec4 operators350// - Helpers: Maths351// - Helpers: Geometry352// - Helper: ImVec1353// - Helper: ImVec2ih354// - Helper: ImRect355// - Helper: ImBitArray356// - Helper: ImBitVector357// - Helper: ImSpan<>, ImSpanAllocator<>358// - Helper: ImStableVector<>359// - Helper: ImPool<>360// - Helper: ImChunkStream<>361// - Helper: ImGuiTextIndex362// - Helper: ImGuiStorage363//-----------------------------------------------------------------------------364365// Helpers: Hashing366IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);367IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);368369// Helpers: Sorting370#ifndef ImQsort371static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }372#endif373374// Helpers: Color Blending375IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);376377// Helpers: Bit manipulation378static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }379static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }380static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }381static inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; }382383// Helpers: String384#define ImStrlen strlen385#define ImMemchr memchr386IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare.387IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count.388IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't).389IMGUI_API char* ImStrdup(const char* str); // Duplicate a string.390IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory.391IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed.392IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range.393IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line394IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range.395IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer.396IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character.397IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string)398IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line399IM_MSVC_RUNTIME_CHECKS_OFF400static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }401static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }402static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }403static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }404IM_MSVC_RUNTIME_CHECKS_RESTORE405406// Helpers: Formatting407IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);408IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);409IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);410IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);411IMGUI_API const char* ImParseFormatFindStart(const char* format);412IMGUI_API const char* ImParseFormatFindEnd(const char* format);413IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);414IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);415IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);416IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);417418// Helpers: UTF-8 <> wchar conversions419IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf420IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count421IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count422IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count423IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)424IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8425IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8426IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point.427IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line.428429// Helpers: File System430#ifdef IMGUI_DISABLE_FILE_FUNCTIONS431#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS432typedef void* ImFileHandle;433static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }434static inline bool ImFileClose(ImFileHandle) { return false; }435static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }436static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }437static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }438#endif439#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS440typedef FILE* ImFileHandle;441IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);442IMGUI_API bool ImFileClose(ImFileHandle file);443IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);444IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);445IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);446#else447#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions448#endif449IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);450451// Helpers: Maths452IM_MSVC_RUNTIME_CHECKS_OFF453// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)454#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS455#define ImFabs(X) fabsf(X)456#define ImSqrt(X) sqrtf(X)457#define ImFmod(X, Y) fmodf((X), (Y))458#define ImCos(X) cosf(X)459#define ImSin(X) sinf(X)460#define ImAcos(X) acosf(X)461#define ImAtan2(Y, X) atan2f((Y), (X))462#define ImAtof(STR) atof(STR)463#define ImCeil(X) ceilf(X)464static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision465static inline double ImPow(double x, double y) { return pow(x, y); }466static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision467static inline double ImLog(double x) { return log(x); }468static inline int ImAbs(int x) { return x < 0 ? -x : x; }469static inline float ImAbs(float x) { return fabsf(x); }470static inline double ImAbs(double x) { return fabs(x); }471static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument472static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }473#ifdef IMGUI_ENABLE_SSE474static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }475#else476static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }477#endif478static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }479#endif480// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double481// (Exceptionally using templates here but we could also redefine them for those types)482template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }483template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }484template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }485template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }486template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }487template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }488template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }489// - Misc maths helpers490static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }491static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }492static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }493static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }494static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }495static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }496static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }497static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }498static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }499static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }500static inline float ImTrunc(float f) { return (float)(int)(f); }501static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }502static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()503static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }504static inline float ImTrunc64(float f) { return (float)(ImS64)(f); }505static inline float ImRound64(float f) { return (float)(ImS64)(f + 0.5f); }506static inline int ImModPositive(int a, int b) { return (a + b) % b; }507static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }508static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }509static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }510static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }511static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }512static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }513static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }514IM_MSVC_RUNTIME_CHECKS_RESTORE515516// Helpers: Geometry517IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);518IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments519IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol520IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);521IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);522IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);523IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);524IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);525inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }526inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; }527528// Helper: ImVec1 (1D vector)529// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)530IM_MSVC_RUNTIME_CHECKS_OFF531struct ImVec1532{533float x;534constexpr ImVec1() : x(0.0f) { }535constexpr ImVec1(float _x) : x(_x) { }536};537538// Helper: ImVec2i (2D vector, integer)539struct ImVec2i540{541int x, y;542constexpr ImVec2i() : x(0), y(0) {}543constexpr ImVec2i(int _x, int _y) : x(_x), y(_y) {}544};545546// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)547struct ImVec2ih548{549short x, y;550constexpr ImVec2ih() : x(0), y(0) {}551constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}552constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}553};554555// Helper: ImRect (2D axis aligned bounding-box)556// NB: we can't rely on ImVec2 math operators being available here!557struct IMGUI_API ImRect558{559ImVec2 Min; // Upper-left560ImVec2 Max; // Lower-right561562constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}563constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}564constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}565constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}566567ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }568ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }569float GetWidth() const { return Max.x - Min.x; }570float GetHeight() const { return Max.y - Min.y; }571float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }572ImVec2 GetTL() const { return Min; } // Top-left573ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right574ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left575ImVec2 GetBR() const { return Max; } // Bottom-right576bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }577bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }578bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; }579bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }580void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }581void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }582void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }583void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }584void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }585void TranslateX(float dx) { Min.x += dx; Max.x += dx; }586void TranslateY(float dy) { Min.y += dy; Max.y += dy; }587void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.588void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.589void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }590bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }591ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }592};593594// Helper: ImBitArray595#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!596#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!597inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; }598inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); }599inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }600inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }601inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }602inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)603{604n2--;605while (n <= n2)606{607int a_mod = (n & 31);608int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;609ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);610arr[n >> 5] |= mask;611n = (n + 32) & ~31;612}613}614615typedef ImU32* ImBitArrayPtr; // Name for use in structs616617// Helper: ImBitArray class (wrapper over ImBitArray functions)618// Store 1-bit per value.619template<int BITCOUNT, int OFFSET = 0>620struct ImBitArray621{622ImU32 Storage[(BITCOUNT + 31) >> 5];623ImBitArray() { ClearAllBits(); }624void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }625void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }626bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }627void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }628void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }629void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)630bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }631};632633// Helper: ImBitVector634// Store 1-bit per value.635struct IMGUI_API ImBitVector636{637ImVector<ImU32> Storage;638void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }639void Clear() { Storage.clear(); }640bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); }641void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }642void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }643};644IM_MSVC_RUNTIME_CHECKS_RESTORE645646// Helper: ImSpan<>647// Pointing to a span of data we don't own.648template<typename T>649struct ImSpan650{651T* Data;652T* DataEnd;653654// Constructors, destructor655inline ImSpan() { Data = DataEnd = NULL; }656inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }657inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }658659inline void set(T* data, int size) { Data = data; DataEnd = data + size; }660inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }661inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }662inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }663inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }664inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }665666inline T* begin() { return Data; }667inline const T* begin() const { return Data; }668inline T* end() { return DataEnd; }669inline const T* end() const { return DataEnd; }670671// Utilities672inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }673};674675// Helper: ImSpanAllocator<>676// Facilitate storing multiple chunks into a single large block (the "arena")677// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.678template<int CHUNKS>679struct ImSpanAllocator680{681char* BasePtr;682int CurrOff;683int CurrIdx;684int Offsets[CHUNKS];685int Sizes[CHUNKS];686687ImSpanAllocator() { memset(this, 0, sizeof(*this)); }688inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }689inline int GetArenaSizeInBytes() { return CurrOff; }690inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }691inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }692inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }693template<typename T>694inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }695};696697// Helper: ImStableVector<>698// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear().699// Important: does not destruct anything!700// Implemented only the minimum set of functions we need for it.701template<typename T, int BLOCK_SIZE>702struct ImStableVector703{704int Size = 0;705int Capacity = 0;706ImVector<T*> Blocks;707708// Functions709inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); }710711inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); }712inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }713inline void reserve(int new_cap)714{715new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE);716int old_count = Capacity / BLOCK_SIZE;717int new_count = new_cap / BLOCK_SIZE;718if (new_count <= old_count)719return;720Blocks.resize(new_count);721for (int n = old_count; n < new_count; n++)722Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE);723Capacity = new_cap;724}725inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; }726inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; }727inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; }728};729730// Helper: ImPool<>731// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,732// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.733typedef int ImPoolIdx;734template<typename T>735struct ImPool736{737ImVector<T> Buf; // Contiguous data738ImGuiStorage Map; // ID->Index739ImPoolIdx FreeIdx; // Next free idx to use740ImPoolIdx AliveCount; // Number of active/alive items (for display purpose)741742ImPool() { FreeIdx = AliveCount = 0; }743~ImPool() { Clear(); }744T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }745T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }746ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }747T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }748bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }749void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }750T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }751void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }752void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }753void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }754755// To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }756// Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()757int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose)758int GetBufSize() const { return Buf.Size; }759int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere760T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }761};762763// Helper: ImChunkStream<>764// Build and iterate a contiguous stream of variable-sized structures.765// This is used by Settings to store persistent data while reducing allocation count.766// We store the chunk size first, and align the final size on 4 bytes boundaries.767// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.768template<typename T>769struct ImChunkStream770{771ImVector<char> Buf;772773void clear() { Buf.clear(); }774bool empty() const { return Buf.Size == 0; }775int size() const { return Buf.Size; }776T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }777T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }778T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }779int chunk_size(const T* p) { return ((const int*)p)[-1]; }780T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }781int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }782T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }783void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }784};785786// Helper: ImGuiTextIndex787// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.788struct ImGuiTextIndex789{790ImVector<int> LineOffsets;791int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)792793void clear() { LineOffsets.clear(); EndOffset = 0; }794int size() { return LineOffsets.Size; }795const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }796const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }797void append(const char* base, int old_size, int new_size);798};799800// Helper: ImGuiStorage801IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);802803//-----------------------------------------------------------------------------804// [SECTION] ImDrawList support805//-----------------------------------------------------------------------------806807// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.808// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693809// Number of segments (N) is calculated using equation:810// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r811// Our equation is significantly simpler that one in the post thanks for choosing segment that is812// perpendicular to X axis. Follow steps in the article from this starting condition and you will813// will get this result.814//815// Rendering circles with an odd number of segments, while mathematically correct will produce816// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)817#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)818#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4819#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512820#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)821822// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.823#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))824#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))825826// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.827#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE828#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.829#endif830#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.831832// Data shared between all ImDrawList instances833// Conceptually this could have been called e.g. ImDrawListSharedContext834// Typically one ImGui context would create and maintain one of this.835// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.836struct IMGUI_API ImDrawListSharedData837{838ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel)839const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines)840ImFontAtlas* FontAtlas; // Current font atlas841ImFont* Font; // Current font (used for simplified AddText overload)842float FontSize; // Current font size (used for for simplified AddText overload)843float FontScale; // Current font scale (== FontSize / Font->FontSize)844float FontWeight; // Current/default font weight845float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()846float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc847float InitialFringeScale; // Initial scale to apply to AA fringe848ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)849ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()850ImVector<ImVec2> TempBuffer; // Temporary write buffer851ImVector<ImDrawList*> DrawLists; // All draw lists associated to this ImDrawListSharedData852ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case.853854// Lookup tables855ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.856float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()857ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)858859ImDrawListSharedData();860~ImDrawListSharedData();861void SetCircleTessellationMaxError(float max_error);862};863864struct ImDrawDataBuilder865{866ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.867ImVector<ImDrawList*> LayerData1;868869ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }870};871872struct ImFontStackData873{874ImFont* Font;875float FontSizeBeforeScaling; // ~~ style.FontSizeBase876float FontSizeAfterScaling; // ~~ g.FontSize877float FontWeight;878};879880//-----------------------------------------------------------------------------881// [SECTION] Style support882//-----------------------------------------------------------------------------883884struct ImGuiStyleVarInfo885{886ImU32 Count : 8; // 1+887ImGuiDataType DataType : 8;888ImU32 Offset : 16; // Offset in parent structure889void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }890};891892// Stacked color modifier, backup of modified data so we can restore it893struct ImGuiColorMod894{895ImGuiCol Col;896ImVec4 BackupValue;897};898899// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.900struct ImGuiStyleMod901{902ImGuiStyleVar VarIdx;903union { int BackupInt[2]; float BackupFloat[2]; };904ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }905ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }906ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }907};908909//-----------------------------------------------------------------------------910// [SECTION] Data types support911//-----------------------------------------------------------------------------912913struct ImGuiDataTypeStorage914{915ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT916};917918// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().919struct ImGuiDataTypeInfo920{921size_t Size; // Size in bytes922const char* Name; // Short descriptive name for the type, for debugging923const char* PrintFmt; // Default printf format for the type924const char* ScanFmt; // Default scanf format for the type925};926927// Extend ImGuiDataType_928enum ImGuiDataTypePrivate_929{930ImGuiDataType_Pointer = ImGuiDataType_COUNT,931ImGuiDataType_ID,932};933934//-----------------------------------------------------------------------------935// [SECTION] Widgets support: flags, enums, data structures936//-----------------------------------------------------------------------------937938// Extend ImGuiItemFlags939// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too.940// - output: stored in g.LastItemData.ItemFlags941enum ImGuiItemFlagsPrivate_942{943// Controlled by user944ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211).945ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.946ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)947ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable()948ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.949ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false).950ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited()951ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior().952953// Controlled by widget code954ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.955ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData()956ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData()957958ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead.959960// Obsolete961//ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior962};963964// Status flags for an already submitted item965// - output: stored in g.LastItemData.StatusFlags966enum ImGuiItemStatusFlags_967{968ImGuiItemStatusFlags_None = 0,969ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)970ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid971ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)972ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.973ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.974ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.975ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.976ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.977ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).978ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.979ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().980981// Additional status + semantic for ImGuiTestEngine982#ifdef IMGUI_ENABLE_TEST_ENGINE983ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)984ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status985ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)986ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status987ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX)988#endif989};990991// Extend ImGuiHoveredFlags_992enum ImGuiHoveredFlagsPrivate_993{994ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,995ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,996ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,997};998999// Extend ImGuiInputTextFlags_1000enum ImGuiInputTextFlagsPrivate_1001{1002// [Internal]1003ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()1004ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.1005ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar()1006};10071008// Extend ImGuiButtonFlags_1009enum ImGuiButtonFlagsPrivate_1010{1011ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)1012ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using1013ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item1014ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)1015ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)1016ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)1017//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.1018ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping1019ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.1020//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press1021//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled1022ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine1023ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held1024ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)1025ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags)1026ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item1027ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)1028ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)1029ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking.1030ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,1031ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,1032};10331034// Extend ImGuiComboFlags_1035enum ImGuiComboFlagsPrivate_1036{1037ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview()1038};10391040// Extend ImGuiSliderFlags_1041enum ImGuiSliderFlagsPrivate_1042{1043ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?1044ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.1045};10461047// Extend ImGuiSelectableFlags_1048enum ImGuiSelectableFlagsPrivate_1049{1050// NB: need to be in sync with last value of ImGuiSelectableFlags_1051ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,1052ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.1053ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release)1054ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release)1055ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)1056ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)1057ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f1058ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)1059};10601061// Extend ImGuiTreeNodeFlags_1062enum ImGuiTreeNodeFlagsPrivate_1063{1064ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551)1065ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()1066ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517)1067ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,1068ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes,1069};10701071enum ImGuiSeparatorFlags_1072{1073ImGuiSeparatorFlags_None = 0,1074ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar1075ImGuiSeparatorFlags_Vertical = 1 << 1,1076ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set.1077};10781079// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.1080// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()1081// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.1082enum ImGuiFocusRequestFlags_1083{1084ImGuiFocusRequestFlags_None = 0,1085ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead.1086ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal.1087};10881089enum ImGuiTextFlags_1090{1091ImGuiTextFlags_None = 0,1092ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0,1093};10941095enum ImGuiTooltipFlags_1096{1097ImGuiTooltipFlags_None = 0,1098ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append)1099};11001101// FIXME: this is in development, not exposed/functional as a generic feature yet.1102// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec21103enum ImGuiLayoutType_1104{1105ImGuiLayoutType_Horizontal = 0,1106ImGuiLayoutType_Vertical = 11107};11081109// Flags for LogBegin() text capturing function1110enum ImGuiLogFlags_1111{1112ImGuiLogFlags_None = 0,11131114ImGuiLogFlags_OutputTTY = 1 << 0,1115ImGuiLogFlags_OutputFile = 1 << 1,1116ImGuiLogFlags_OutputBuffer = 1 << 2,1117ImGuiLogFlags_OutputClipboard = 1 << 3,1118ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard,1119};11201121// X/Y enums are fixed to 0/1 so they may be used to index ImVec21122enum ImGuiAxis1123{1124ImGuiAxis_None = -1,1125ImGuiAxis_X = 0,1126ImGuiAxis_Y = 11127};11281129enum ImGuiPlotType1130{1131ImGuiPlotType_Lines,1132ImGuiPlotType_Histogram,1133};11341135// Storage data for BeginComboPreview()/EndComboPreview()1136struct IMGUI_API ImGuiComboPreviewData1137{1138ImRect PreviewRect;1139ImVec2 BackupCursorPos;1140ImVec2 BackupCursorMaxPos;1141ImVec2 BackupCursorPosPrevLine;1142float BackupPrevLineTextBaseOffset;1143ImGuiLayoutType BackupLayout;11441145ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }1146};11471148// Stacked storage data for BeginGroup()/EndGroup()1149struct IMGUI_API ImGuiGroupData1150{1151ImGuiID WindowID;1152ImVec2 BackupCursorPos;1153ImVec2 BackupCursorMaxPos;1154ImVec2 BackupCursorPosPrevLine;1155ImVec1 BackupIndent;1156ImVec1 BackupGroupOffset;1157ImVec2 BackupCurrLineSize;1158float BackupCurrLineTextBaseOffset;1159ImGuiID BackupActiveIdIsAlive;1160bool BackupDeactivatedIdIsAlive;1161bool BackupHoveredIdIsAlive;1162bool BackupIsSameLine;1163bool EmitItem;1164};11651166// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.1167struct IMGUI_API ImGuiMenuColumns1168{1169ImU32 TotalWidth;1170ImU32 NextTotalWidth;1171ImU16 Spacing;1172ImU16 OffsetIcon; // Always zero for now1173ImU16 OffsetLabel; // Offsets are locked in Update()1174ImU16 OffsetShortcut;1175ImU16 OffsetMark;1176ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame)11771178ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }1179void Update(float spacing, bool window_reappearing);1180float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);1181void CalcNextTotalWidth(bool update_offsets);1182};11831184// Internal temporary state for deactivating InputText() instances.1185struct IMGUI_API ImGuiInputTextDeactivatedState1186{1187ImGuiID ID; // widget id owning the text state (which just got deactivated)1188ImVector<char> TextA; // text buffer11891190ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); }1191void ClearFreeMemory() { ID = 0; TextA.clear(); }1192};11931194// Forward declare imstb_textedit.h structure + make its main configuration define accessible1195#undef IMSTB_TEXTEDIT_STRING1196#undef IMSTB_TEXTEDIT_CHARTYPE1197#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState1198#define IMSTB_TEXTEDIT_CHARTYPE char1199#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)1200#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 991201#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 9991202namespace ImStb { struct STB_TexteditState; }1203typedef ImStb::STB_TexteditState ImStbTexteditState;12041205// Internal state of the currently focused/edited text input box1206// For a given item ID, access with ImGui::GetInputTextState()1207struct IMGUI_API ImGuiInputTextState1208{1209ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent).1210ImStbTexteditState* Stb; // State for stb_textedit.h1211ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.1212ImGuiID ID; // widget id owning the text state1213int TextLen; // UTF-8 length of the string in TextA (in bytes)1214const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call.1215ImVector<char> TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1).1216ImVector<char> TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)1217ImVector<char> CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack1218int BufCapacity; // end-user buffer capacity (include zero terminator)1219ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)1220float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately1221bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)1222bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection1223bool Edited; // edited this frame1224bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.1225int ReloadSelectionStart;1226int ReloadSelectionEnd;12271228ImGuiInputTextState();1229~ImGuiInputTextState();1230void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); }1231void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); }1232void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation1233void OnCharPressed(unsigned int c);12341235// Cursor & Selection1236void CursorAnimReset();1237void CursorClamp();1238bool HasSelection() const;1239void ClearSelection();1240int GetCursorPos() const;1241int GetSelectionStart() const;1242int GetSelectionEnd() const;1243void SelectAll();12441245// Reload user buf (WIP #2890)1246// If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this)1247// strcpy(my_buf, "hello");1248// if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item1249// state->ReloadUserBufAndSelectAll();1250void ReloadUserBufAndSelectAll();1251void ReloadUserBufAndKeepSelection();1252void ReloadUserBufAndMoveToEnd();1253};12541255enum ImGuiWindowRefreshFlags_1256{1257ImGuiWindowRefreshFlags_None = 0,1258ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND.1259ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover1260ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus1261// Refresh policy/frequency, Load Balancing etc.1262};12631264enum ImGuiNextWindowDataFlags_1265{1266ImGuiNextWindowDataFlags_None = 0,1267ImGuiNextWindowDataFlags_HasPos = 1 << 0,1268ImGuiNextWindowDataFlags_HasSize = 1 << 1,1269ImGuiNextWindowDataFlags_HasContentSize = 1 << 2,1270ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,1271ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,1272ImGuiNextWindowDataFlags_HasFocus = 1 << 5,1273ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,1274ImGuiNextWindowDataFlags_HasScroll = 1 << 7,1275ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8,1276ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9,1277ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10,1278};12791280// Storage for SetNexWindow** functions1281struct ImGuiNextWindowData1282{1283ImGuiNextWindowDataFlags HasFlags;12841285// Members below are NOT cleared. Always rely on HasFlags.1286ImGuiCond PosCond;1287ImGuiCond SizeCond;1288ImGuiCond CollapsedCond;1289ImVec2 PosVal;1290ImVec2 PosPivotVal;1291ImVec2 SizeVal;1292ImVec2 ContentSizeVal;1293ImVec2 ScrollVal;1294ImGuiWindowFlags WindowFlags; // Only honored by BeginTable()1295ImGuiChildFlags ChildFlags;1296bool CollapsedVal;1297ImRect SizeConstraintRect;1298ImGuiSizeCallback SizeCallback;1299void* SizeCallbackUserData;1300float BgAlphaVal; // Override background alpha1301ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)1302ImGuiWindowRefreshFlags RefreshFlagsVal;13031304ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }1305inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; }1306};13071308enum ImGuiNextItemDataFlags_1309{1310ImGuiNextItemDataFlags_None = 0,1311ImGuiNextItemDataFlags_HasWidth = 1 << 0,1312ImGuiNextItemDataFlags_HasOpen = 1 << 1,1313ImGuiNextItemDataFlags_HasShortcut = 1 << 2,1314ImGuiNextItemDataFlags_HasRefVal = 1 << 3,1315ImGuiNextItemDataFlags_HasStorageID = 1 << 4,1316};13171318struct ImGuiNextItemData1319{1320ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this1321ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.13221323// Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags.1324ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData()1325ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)1326float Width; // Set by SetNextItemWidth()1327ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()1328ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut()1329bool OpenVal; // Set by SetNextItemOpen()1330ImU8 OpenCond; // Set by SetNextItemOpen()1331ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal1332ImGuiID StorageId; // Set by SetNextItemStorageID()13331334ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }1335inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!1336};13371338// Status storage for the last submitted item1339struct ImGuiLastItemData1340{1341ImGuiID ID;1342ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4).1343ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_1344ImRect Rect; // Full rectangle1345ImRect NavRect; // Navigation scoring rectangle (not displayed)1346// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set.1347ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.1348ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..1349ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..13501351ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }1352};13531354// Store data emitted by TreeNode() for usage by TreePop()1355// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data1356// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult().1357// Only stored when the node is a potential candidate for landing on a Left arrow jump.1358struct ImGuiTreeNodeStackData1359{1360ImGuiID ID;1361ImGuiTreeNodeFlags TreeFlags;1362ImGuiItemFlags ItemFlags; // Used for nav landing1363ImRect NavRect; // Used for nav landing1364float DrawLinesX1;1365float DrawLinesToNodesY2;1366ImGuiTableColumnIdx DrawLinesTableColumn;1367};13681369// sizeof() = 201370struct IMGUI_API ImGuiErrorRecoveryState1371{1372short SizeOfWindowStack;1373short SizeOfIDStack;1374short SizeOfTreeStack;1375short SizeOfColorStack;1376short SizeOfStyleVarStack;1377short SizeOfFontStack;1378short SizeOfFocusScopeStack;1379short SizeOfGroupStack;1380short SizeOfItemFlagsStack;1381short SizeOfBeginPopupStack;1382short SizeOfDisabledStack;13831384ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); }1385};13861387// Data saved for each window pushed into the stack1388struct ImGuiWindowStackData1389{1390ImGuiWindow* Window;1391ImGuiLastItemData ParentLastItemDataBackup;1392ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting1393bool DisabledOverrideReenable; // Non-child window override disabled flag1394float DisabledOverrideReenableAlphaBackup;1395};13961397struct ImGuiShrinkWidthItem1398{1399int Index;1400float Width;1401float InitialWidth;1402};14031404struct ImGuiPtrOrIndex1405{1406void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.1407int Index; // Usually index in a main pool.14081409ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }1410ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }1411};14121413// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions1414struct ImGuiDeactivatedItemData1415{1416ImGuiID ID;1417int ElapseFrame;1418bool HasBeenEditedBefore;1419bool IsAlive;1420};14211422//-----------------------------------------------------------------------------1423// [SECTION] Popup support1424//-----------------------------------------------------------------------------14251426enum ImGuiPopupPositionPolicy1427{1428ImGuiPopupPositionPolicy_Default,1429ImGuiPopupPositionPolicy_ComboBox,1430ImGuiPopupPositionPolicy_Tooltip,1431};14321433// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)1434struct ImGuiPopupData1435{1436ImGuiID PopupId; // Set on OpenPopup()1437ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()1438ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close1439int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value1440int OpenFrameCount; // Set on OpenPopup()1441ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)1442ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)1443ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup14441445ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }1446};14471448//-----------------------------------------------------------------------------1449// [SECTION] Inputs support1450//-----------------------------------------------------------------------------14511452// Bit array for named keys1453typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;14541455// [Internal] Key ranges1456#define ImGuiKey_LegacyNativeKey_BEGIN 01457#define ImGuiKey_LegacyNativeKey_END 5121458#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN)1459#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart)1460#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart)1461#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1)1462#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft)1463#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1)1464#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN)1465#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END)14661467// [Internal] Named shortcuts for Navigation1468#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl1469#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift1470#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL11471#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR11472#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)1473#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)1474#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft1475#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp14761477enum ImGuiInputEventType1478{1479ImGuiInputEventType_None = 0,1480ImGuiInputEventType_MousePos,1481ImGuiInputEventType_MouseWheel,1482ImGuiInputEventType_MouseButton,1483ImGuiInputEventType_Key,1484ImGuiInputEventType_Text,1485ImGuiInputEventType_Focus,1486ImGuiInputEventType_COUNT1487};14881489enum ImGuiInputSource1490{1491ImGuiInputSource_None = 0,1492ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.1493ImGuiInputSource_Keyboard,1494ImGuiInputSource_Gamepad,1495ImGuiInputSource_COUNT1496};14971498// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?1499// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'1500struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; };1501struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; };1502struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; };1503struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };1504struct ImGuiInputEventText { unsigned int Char; };1505struct ImGuiInputEventAppFocused { bool Focused; };15061507struct ImGuiInputEvent1508{1509ImGuiInputEventType Type;1510ImGuiInputSource Source;1511ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).1512union1513{1514ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos1515ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel1516ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton1517ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key1518ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text1519ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus1520};1521bool AddedByTestEngine;15221523ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }1524};15251526// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.1527#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.1528#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner.1529//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit.15301531typedef ImS16 ImGuiKeyRoutingIndex;15321533// Routing table entry (sizeof() == 16 bytes)1534struct ImGuiKeyRoutingData1535{1536ImGuiKeyRoutingIndex NextEntryIndex;1537ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.1538ImU8 RoutingCurrScore; // [DEBUG] For debug display1539ImU8 RoutingNextScore; // Lower is better (0: perfect score)1540ImGuiID RoutingCurr;1541ImGuiID RoutingNext;15421543ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }1544};15451546// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.1547// Stored in main context (1 instance)1548struct ImGuiKeyRoutingTable1549{1550ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]1551ImVector<ImGuiKeyRoutingData> Entries;1552ImVector<ImGuiKeyRoutingData> EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer)15531554ImGuiKeyRoutingTable() { Clear(); }1555void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }1556};15571558// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)1559// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.1560struct ImGuiKeyOwnerData1561{1562ImGuiID OwnerCurr;1563ImGuiID OwnerNext;1564bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.1565bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.15661567ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; }1568};15691570// Extend ImGuiInputFlags_1571// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()1572// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)1573enum ImGuiInputFlagsPrivate_1574{1575// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()1576// - Repeat mode: Repeat rate selection1577ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)1578ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast1579ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster1580// - Repeat mode: Specify when repeating key pressed can be interrupted.1581// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.1582ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.1583ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)1584ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.1585ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat15861587// Flags for SetKeyOwner(), SetItemKeyOwner()1588// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.1589ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.1590ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.15911592// - Condition for SetItemKeyOwner()1593ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both)1594ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both)1595ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,15961597// [Internal] Mask of which function support which flags1598ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,1599ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,1600ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,1601ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,1602ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,1603ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,1604ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,1605ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,1606ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,1607ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip,1608ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,1609ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,1610};16111612//-----------------------------------------------------------------------------1613// [SECTION] Clipper support1614//-----------------------------------------------------------------------------16151616// Note that Max is exclusive, so perhaps should be using a Begin/End convention.1617struct ImGuiListClipperRange1618{1619int Min;1620int Max;1621bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later)1622ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices1623ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices16241625static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }1626static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }1627};16281629// Temporary clipper data, buffers shared/reused between instances1630struct ImGuiListClipperData1631{1632ImGuiListClipper* ListClipper;1633float LossynessOffset;1634int StepNo;1635int ItemsFrozen;1636ImVector<ImGuiListClipperRange> Ranges;16371638ImGuiListClipperData() { memset(this, 0, sizeof(*this)); }1639void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }1640};16411642//-----------------------------------------------------------------------------1643// [SECTION] Navigation support1644//-----------------------------------------------------------------------------16451646enum ImGuiActivateFlags_1647{1648ImGuiActivateFlags_None = 0,1649ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.1650ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.1651ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)1652ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request1653ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.1654};16551656// Early work-in-progress API for ScrollToItem()1657enum ImGuiScrollFlags_1658{1659ImGuiScrollFlags_None = 0,1660ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]1661ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]1662ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]1663ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis1664ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]1665ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)1666ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).1667ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,1668ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,1669};16701671enum ImGuiNavRenderCursorFlags_1672{1673ImGuiNavRenderCursorFlags_None = 0,1674ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item1675ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse.1676ImGuiNavRenderCursorFlags_NoRounding = 1 << 3,1677#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1678ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.41679ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.41680ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.41681ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.41682#endif1683};16841685enum ImGuiNavMoveFlags_1686{1687ImGuiNavMoveFlags_None = 0,1688ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side1689ImGuiNavMoveFlags_LoopY = 1 << 1,1690ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)1691ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness1692ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,1693ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)1694ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)1695ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary1696ImGuiNavMoveFlags_Forwarded = 1 << 7,1697ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result1698ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)1699ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight1700ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.1701ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.1702ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo1703ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state1704ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result1705};17061707enum ImGuiNavLayer1708{1709ImGuiNavLayer_Main = 0, // Main scrolling layer1710ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt)1711ImGuiNavLayer_COUNT1712};17131714// Storage for navigation query/results1715struct ImGuiNavItemData1716{1717ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)1718ImGuiID ID; // Init,Move // Best candidate item ID1719ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID1720ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space1721ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags1722float DistBox; // Move // Best candidate box distance to current NavId1723float DistCenter; // Move // Best candidate center distance to current NavId1724float DistAxial; // Move // Best candidate axial distance to current NavId1725ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData)17261727ImGuiNavItemData() { Clear(); }1728void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }1729};17301731// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[]1732struct ImGuiFocusScopeData1733{1734ImGuiID ID;1735ImGuiID WindowID;1736};17371738//-----------------------------------------------------------------------------1739// [SECTION] Typing-select support1740//-----------------------------------------------------------------------------17411742// Flags for GetTypingSelectRequest()1743enum ImGuiTypingSelectFlags_1744{1745ImGuiTypingSelectFlags_None = 0,1746ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)1747ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times.1748};17491750// Returned by GetTypingSelectRequest(), designed to eventually be public.1751struct IMGUI_API ImGuiTypingSelectRequest1752{1753ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest()1754int SearchBufferLen;1755const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).1756bool SelectRequest; // Set when buffer was modified this frame, requesting a selection.1757bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.1758ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.1759};17601761// Storage for GetTypingSelectRequest()1762struct IMGUI_API ImGuiTypingSelectState1763{1764ImGuiTypingSelectRequest Request; // User-facing data1765char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient.1766ImGuiID FocusScope;1767int LastRequestFrame = 0;1768float LastRequestTime = 0.0f;1769bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.17701771ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); }1772void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging1773};17741775//-----------------------------------------------------------------------------1776// [SECTION] Columns support1777//-----------------------------------------------------------------------------17781779// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays!1780enum ImGuiOldColumnFlags_1781{1782ImGuiOldColumnFlags_None = 0,1783ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers1784ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers1785ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns1786ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window1787ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.17881789// Obsolete names (will be removed)1790#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS1791//ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,1792//ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,1793//ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,1794//ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,1795//ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,1796//ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize,1797#endif1798};17991800struct ImGuiOldColumnData1801{1802float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)1803float OffsetNormBeforeResize;1804ImGuiOldColumnFlags Flags; // Not exposed1805ImRect ClipRect;18061807ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }1808};18091810struct ImGuiOldColumns1811{1812ImGuiID ID;1813ImGuiOldColumnFlags Flags;1814bool IsFirstFrame;1815bool IsBeingResized;1816int Current;1817int Count;1818float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x1819float LineMinY, LineMaxY;1820float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()1821float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()1822ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()1823ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()1824ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()1825ImVector<ImGuiOldColumnData> Columns;1826ImDrawListSplitter Splitter;18271828ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }1829};18301831//-----------------------------------------------------------------------------1832// [SECTION] Box-select support1833//-----------------------------------------------------------------------------18341835struct ImGuiBoxSelectState1836{1837// Active box-selection data (persistent, 1 active at a time)1838ImGuiID ID;1839bool IsActive;1840bool IsStarting;1841bool IsStartedFromVoid; // Starting click was not from an item.1842bool IsStartedSetNavIdOnce;1843bool RequestClear;1844ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic.1845ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling)1846ImVec2 EndPosRel; // End position in window-contents relative space1847ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces)1848ImGuiWindow* Window;18491850// Temporary/Transient data1851bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.1852ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.1853ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)1854ImRect BoxSelectRectCurr;18551856ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); }1857};18581859//-----------------------------------------------------------------------------1860// [SECTION] Multi-select support1861//-----------------------------------------------------------------------------18621863// We always assume that -1 is an invalid value (which works for indices and pointers)1864#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)18651866// Temporary storage for multi-select1867struct IMGUI_API ImGuiMultiSelectTempData1868{1869ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop.1870ImGuiMultiSelectState* Storage;1871ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually)1872ImGuiMultiSelectFlags Flags;1873ImVec2 ScopeRectMin;1874ImVec2 BackupCursorMaxPos;1875ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges.1876ImGuiID BoxSelectId;1877ImGuiKeyChord KeyMods;1878ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all.1879bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state.1880bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection.1881bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.1882bool NavIdPassedBy;1883bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem.1884bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set.18851886ImGuiMultiSelectTempData() { Clear(); }1887void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation.1888void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; }1889};18901891// Persistent storage for multi-select (as long as selection is alive)1892struct IMGUI_API ImGuiMultiSelectState1893{1894ImGuiWindow* Window;1895ImGuiID ID;1896int LastFrameActive; // Last used frame-count, for GC.1897int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown.1898ImS8 RangeSelected; // -1 (don't have) or true/false1899ImS8 NavIdSelected; // -1 (don't have) or true/false1900ImGuiSelectionUserData RangeSrcItem; //1901ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items)19021903ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; }1904};19051906//-----------------------------------------------------------------------------1907// [SECTION] Docking support1908//-----------------------------------------------------------------------------19091910#ifdef IMGUI_HAS_DOCK1911// <this is filled in 'docking' branch>1912#endif // #ifdef IMGUI_HAS_DOCK19131914//-----------------------------------------------------------------------------1915// [SECTION] Viewport support1916//-----------------------------------------------------------------------------19171918// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)1919// Every instance of ImGuiViewport is in fact a ImGuiViewportP.1920struct ImGuiViewportP : public ImGuiViewport1921{1922int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used1923ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.1924ImDrawData DrawDataP;1925ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData19261927// Per-viewport work area1928// - Insets are >= 0.0f values, distance from viewport corners to work area.1929// - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents.1930// - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.1931ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect().1932ImVec2 WorkInsetMax; // "1933ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset1934ImVec2 BuildWorkInsetMax; // "19351936ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }1937~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }19381939// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)1940ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }1941ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); }1942void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields19431944// Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)1945ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }1946ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }1947ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }1948};19491950//-----------------------------------------------------------------------------1951// [SECTION] Settings support1952//-----------------------------------------------------------------------------19531954// Windows data saved in imgui.ini file1955// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.1956// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)1957struct ImGuiWindowSettings1958{1959ImGuiID ID;1960ImVec2ih Pos;1961ImVec2ih Size;1962bool Collapsed;1963bool IsChild;1964bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)1965bool WantDelete; // Set to invalidate/delete the settings entry19661967ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); }1968char* GetName() { return (char*)(this + 1); }1969};19701971struct ImGuiSettingsHandler1972{1973const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'1974ImGuiID TypeHash; // == ImHashStr(TypeName)1975void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data1976void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order)1977void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"1978void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry1979void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order)1980void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'1981void* UserData;19821983ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }1984};19851986//-----------------------------------------------------------------------------1987// [SECTION] Localization support1988//-----------------------------------------------------------------------------19891990// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.1991enum ImGuiLocKey : int1992{1993ImGuiLocKey_VersionStr,1994ImGuiLocKey_TableSizeOne,1995ImGuiLocKey_TableSizeAllFit,1996ImGuiLocKey_TableSizeAllDefault,1997ImGuiLocKey_TableResetOrder,1998ImGuiLocKey_WindowingMainMenuBar,1999ImGuiLocKey_WindowingPopup,2000ImGuiLocKey_WindowingUntitled,2001ImGuiLocKey_OpenLink_s,2002ImGuiLocKey_CopyLink,2003ImGuiLocKey_COUNT2004};20052006struct ImGuiLocEntry2007{2008ImGuiLocKey Key;2009const char* Text;2010};20112012//-----------------------------------------------------------------------------2013// [SECTION] Error handling, State recovery support2014//-----------------------------------------------------------------------------20152016// Macros used by Recoverable Error handling2017// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro).2018// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler.2019// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling.2020// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling.2021#ifndef IM_ASSERT_USER_ERROR2022#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error2023#endif20242025// The error callback is currently not public, as it is expected that only advanced users will rely on it.2026typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback20272028//-----------------------------------------------------------------------------2029// [SECTION] Metrics, Debug Tools2030//-----------------------------------------------------------------------------20312032// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros.2033enum ImGuiDebugLogFlags_2034{2035// Event types2036ImGuiDebugLogFlags_None = 0,2037ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR()2038ImGuiDebugLogFlags_EventActiveId = 1 << 1,2039ImGuiDebugLogFlags_EventFocus = 1 << 2,2040ImGuiDebugLogFlags_EventPopup = 1 << 3,2041ImGuiDebugLogFlags_EventNav = 1 << 4,2042ImGuiDebugLogFlags_EventClipper = 1 << 5,2043ImGuiDebugLogFlags_EventSelection = 1 << 6,2044ImGuiDebugLogFlags_EventIO = 1 << 7,2045ImGuiDebugLogFlags_EventFont = 1 << 8,2046ImGuiDebugLogFlags_EventInputRouting = 1 << 9,2047ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch2048ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch20492050ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,2051ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY2052ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine2053};20542055struct ImGuiDebugAllocEntry2056{2057int FrameCount;2058ImS16 AllocCount;2059ImS16 FreeCount;2060};20612062struct ImGuiDebugAllocInfo2063{2064int TotalAllocCount; // Number of call to MemAlloc().2065int TotalFreeCount;2066ImS16 LastEntriesIdx; // Current index in buffer2067ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations20682069ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); }2070};20712072struct ImGuiMetricsConfig2073{2074bool ShowDebugLog = false;2075bool ShowIDStackTool = false;2076bool ShowWindowsRects = false;2077bool ShowWindowsBeginOrder = false;2078bool ShowTablesRects = false;2079bool ShowDrawCmdMesh = true;2080bool ShowDrawCmdBoundingBoxes = true;2081bool ShowTextEncodingViewer = false;2082bool ShowTextureUsedRect = false;2083int ShowWindowsRectsType = -1;2084int ShowTablesRectsType = -1;2085int HighlightMonitorIdx = -1;2086ImGuiID HighlightViewportID = 0;2087bool ShowFontPreview = true;2088};20892090struct ImGuiStackLevelInfo2091{2092ImGuiID ID;2093ImS8 QueryFrameCount; // >= 1: Query in progress2094bool QuerySuccess; // Obtained result from DebugHookIdInfo()2095ImGuiDataType DataType : 8;2096char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.20972098ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }2099};21002101// State for ID Stack tool queries2102struct ImGuiIDStackTool2103{2104int LastActiveFrame;2105int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level2106ImGuiID QueryId; // ID to query details for2107ImVector<ImGuiStackLevelInfo> Results;2108bool CopyToClipboardOnCtrlC;2109float CopyToClipboardLastTime;2110ImGuiTextBuffer ResultPathBuf;21112112ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }2113};21142115//-----------------------------------------------------------------------------2116// [SECTION] Generic context hooks2117//-----------------------------------------------------------------------------21182119typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);2120enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };21212122struct ImGuiContextHook2123{2124ImGuiID HookId; // A unique ID assigned by AddContextHook()2125ImGuiContextHookType Type;2126ImGuiID Owner;2127ImGuiContextHookCallback Callback;2128void* UserData;21292130ImGuiContextHook() { memset(this, 0, sizeof(*this)); }2131};21322133//-----------------------------------------------------------------------------2134// [SECTION] ImGuiContext (main Dear ImGui context)2135//-----------------------------------------------------------------------------21362137struct ImGuiContext2138{2139bool Initialized;2140ImGuiIO IO;2141ImGuiPlatformIO PlatformIO;2142ImGuiStyle Style;2143ImVector<ImFontAtlas*> FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas)2144ImFont* Font; // Currently bound font. (== FontStack.back().Font)2145ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize))2146float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function).2147float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified.2148float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f.2149float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked().2150float FontWeight;2151float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale2152ImDrawListSharedData DrawListSharedData;2153double Time;2154int FrameCount;2155int FrameCountEnded;2156int FrameCountRendered;2157ImGuiID WithinEndChildID; // Set within EndChild()2158bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()2159bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed2160bool GcCompactAll; // Request full GC2161bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()2162void* TestEngine; // Test engine user data2163char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups)21642165// Inputs2166ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be trickled/written into IO structure.2167ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.2168ImGuiMouseSource InputEventsNextMouseSource;2169ImU32 InputEventsNextEventId;21702171// Windows state2172ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front2173ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.2174ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child2175ImVector<ImGuiWindowStackData> CurrentWindowStack;2176ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*2177int WindowsActiveCount; // Number of unique windows submitted by frame2178float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly.2179ImGuiID DebugBreakInWindow; // Set to break in Begin() call.2180ImGuiWindow* CurrentWindow; // Window being drawn into2181ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.2182ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.2183ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.2184ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.2185ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.2186ImVec2 WheelingWindowRefMousePos;2187int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL2188int WheelingWindowScrolledFrame;2189float WheelingWindowReleaseTimer;2190ImVec2 WheelingWindowWheelRemainder;2191ImVec2 WheelingAxisAvg;21922193// Item/widgets state and tracking information2194ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier2195ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]2196ImGuiID HoveredId; // Hovered widget, filled during the frame2197ImGuiID HoveredIdPreviousFrame;2198int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id2199float HoveredIdTimer; // Measure contiguous hovering time2200float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active2201bool HoveredIdAllowOverlap;2202bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.2203bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled2204ImGuiID ActiveId; // Active widget2205ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)2206float ActiveIdTimer;2207bool ActiveIdIsJustActivated; // Set at the time of activation for one frame2208bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)2209bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused.2210bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.2211bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.2212bool ActiveIdHasBeenEditedThisFrame;2213bool ActiveIdFromShortcut;2214int ActiveIdMouseButton : 8;2215ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)2216ImGuiWindow* ActiveIdWindow;2217ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad2218ImGuiID ActiveIdPreviousFrame;2219ImGuiDeactivatedItemData DeactivatedItemData;2220ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX.2221ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.2222float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.22232224// Key/Input Ownership + Shortcut Routing system2225// - The idea is that instead of "eating" a given key, we can link to an owner.2226// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.2227// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().2228double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)2229double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)2230double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.2231ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes2232ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];2233ImGuiKeyRoutingTable KeysRoutingTable;2234ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)2235bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations)2236ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls.2237//ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'22382239// Next window/item data2240ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.2241ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back()2242ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location2243ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions2244ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)2245ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions2246bool DebugShowGroupRects;22472248// Shared stacks2249ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line)2250ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()2251ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()2252ImVector<ImFontStackData> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()2253ImVector<ImGuiFocusScopeData> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()2254ImVector<ImGuiItemFlags> ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()2255ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()2256ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)2257ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)2258ImVector<ImGuiTreeNodeStackData>TreeNodeStack; // Stack for TreeNode()22592260// Viewports2261ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.22622263// Keyboard/Gamepad Navigation2264bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.2265bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item.2266//bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible)2267//bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again.2268bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)2269bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid2270ImGuiID NavId; // Focused item for navigation2271ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'2272ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)2273ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)2274ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()2275ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 02276ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)2277ImGuiActivateFlags NavActivateFlags;2278ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.2279ImGuiID NavHighlightActivatedId;2280float NavHighlightActivatedTimer;2281ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.2282ImGuiActivateFlags NavNextActivateFlags;2283ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse2284ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.2285ImS8 NavCursorHideFrames;22862287// Navigation: Init & Move Requests2288bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()2289bool NavInitRequest; // Init request for appearing window to select first item2290bool NavInitRequestFromMove;2291ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)2292bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()2293bool NavMoveScoringItems; // Move request submitted, still scoring incoming items2294bool NavMoveForwardToNextFrame;2295ImGuiNavMoveFlags NavMoveFlags;2296ImGuiScrollFlags NavMoveScrollFlags;2297ImGuiKeyChord NavMoveKeyMods;2298ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)2299ImGuiDir NavMoveDirForDebug;2300ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?2301ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.2302ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted2303int NavScoringDebugCount; // Metrics for debugging2304int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id2305int NavTabbingCounter; // >0 when counting items for tabbing2306ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow2307ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)2308ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)2309ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy23102311// Navigation: record of last move request2312ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest).2313ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).2314ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).2315ImGuiKeyChord NavJustMovedToKeyMods;2316bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.2317bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.23182319// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)2320bool ConfigNavWindowingWithGamepad; // = true. Enable CTRL+TAB by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer.2321ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)2322ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)2323ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!2324ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.2325ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents2326float NavWindowingTimer;2327float NavWindowingHighlightAlpha;2328ImGuiInputSource NavWindowingInputSource;2329bool NavWindowingToggleLayer;2330ImGuiKey NavWindowingToggleKey;2331ImVec2 NavWindowingAccumDeltaPos;2332ImVec2 NavWindowingAccumDeltaSize;23332334// Render2335float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)23362337// Drag and Drop2338bool DragDropActive;2339bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.2340bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.2341ImGuiDragDropFlags DragDropSourceFlags;2342int DragDropSourceFrameCount;2343int DragDropMouseButton;2344ImGuiPayload DragDropPayload;2345ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)2346ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing2347ImGuiID DragDropTargetId;2348ImGuiDragDropFlags DragDropAcceptFlags;2349float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)2350ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)2351ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)2352int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source2353ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.2354ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size2355unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads23562357// Clipper2358int ClipperTempDataStacked;2359ImVector<ImGuiListClipperData> ClipperTempData;23602361// Tables2362ImGuiTable* CurrentTable;2363ImGuiID DebugBreakInTable; // Set to break in BeginTable() call.2364int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)2365ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)2366ImPool<ImGuiTable> Tables; // Persistent table data2367ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)2368ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;23692370// Tab bars2371ImGuiTabBar* CurrentTabBar;2372ImPool<ImGuiTabBar> TabBars;2373ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;2374ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;23752376// Multi-Select state2377ImGuiBoxSelectState BoxSelectState;2378ImGuiMultiSelectTempData* CurrentMultiSelect;2379int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size)2380ImVector<ImGuiMultiSelectTempData> MultiSelectTempData;2381ImPool<ImGuiMultiSelectState> MultiSelectStorage;23822383// Hover Delay system2384ImGuiID HoverItemDelayId;2385ImGuiID HoverItemDelayIdPreviousFrame;2386float HoverItemDelayTimer; // Currently used by IsItemHovered()2387float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.2388ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item.2389ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window.23902391// Mouse state2392ImGuiMouseCursor MouseCursor;2393float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic)2394ImVec2 MouseLastValidPos;23952396// Widget state2397ImGuiInputTextState InputTextState;2398ImGuiInputTextDeactivatedState InputTextDeactivatedState;2399ImFontBaked InputTextPasswordFontBackupBaked;2400ImFontFlags InputTextPasswordFontBackupFlags;2401ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.2402ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types2403int BeginMenuDepth;2404int BeginComboDepth;2405ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets2406ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).2407ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for2408float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips2409float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips2410ImU32 ColorEditSavedColor; // RGB value with alpha set to 0.2411ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.2412ImGuiComboPreviewData ComboPreviewData;2413ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving2414bool WindowResizeRelativeMode;2415unsigned char ScrollbarHeld; // Is the scrollbar scrolling the window?2416short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page.2417float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space.2418float SliderGrabClickOffset;2419float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.2420bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?2421bool DragCurrentAccumDirty;2422float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings2423float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio2424float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()2425short DisabledStackSize;2426short TooltipOverrideCount;2427ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame2428ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined2429ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once2430ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()24312432// Platform support2433ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message.2434ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.24352436// Extensions2437// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?2438ImVector<ImTextureData*> UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[].24392440// Settings2441bool SettingsLoaded;2442float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero2443ImGuiTextBuffer SettingsIniData; // In memory .ini settings2444ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers2445ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries2446ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries2447ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)2448ImGuiID HookIdNext; // Next available HookId24492450// Localization2451const char* LocalizationTable[ImGuiLocKey_COUNT];24522453// Capture/Logging2454bool LogEnabled; // Currently capturing2455ImGuiLogFlags LogFlags; // Capture flags/type2456ImGuiWindow* LogWindow;2457ImFileHandle LogFile; // If != NULL log to stdout/ file2458ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.2459const char* LogNextPrefix;2460const char* LogNextSuffix;2461float LogLinePosY;2462bool LogLineFirstItem;2463int LogDepthRef;2464int LogDepthToExpand;2465int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.24662467// Error Handling2468ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually.2469void* ErrorCallbackUserData; // = NULL2470ImVec2 ErrorTooltipLockedPos;2471bool ErrorFirst;2472int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame.2473ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal]2474ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal]24752476// Debug Tools2477// (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)2478int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL)2479ImGuiDebugLogFlags DebugLogFlags;2480ImGuiTextBuffer DebugLogBuf;2481ImGuiTextIndex DebugLogIndex;2482int DebugLogSkippedErrors;2483ImGuiDebugLogFlags DebugLogAutoDisableFlags;2484ImU8 DebugLogAutoDisableFrames;2485ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.2486bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId.2487ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause2488ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around.2489bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())2490ImU8 DebugItemPickerMouseButton;2491ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID2492float DebugFlashStyleColorTime;2493ImVec4 DebugFlashStyleColorBackup;2494ImGuiMetricsConfig DebugMetricsConfig;2495ImGuiIDStackTool DebugIDStackTool;2496ImGuiDebugAllocInfo DebugAllocInfo;24972498// Misc2499float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..2500int FramerateSecPerFrameIdx;2501int FramerateSecPerFrameCount;2502float FramerateSecPerFrameAccum;2503int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.2504int WantCaptureKeyboardNextFrame; // "2505int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WanttextInput. Needs to be set for some backends (SDL3) to emit character inputs.2506ImVector<char> TempBuffer; // Temporary text buffer2507char TempKeychordName[64];25082509ImGuiContext(ImFontAtlas* shared_font_atlas);2510};25112512//-----------------------------------------------------------------------------2513// [SECTION] ImGuiWindowTempData, ImGuiWindow2514//-----------------------------------------------------------------------------25152516// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.2517// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)2518// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)2519struct IMGUI_API ImGuiWindowTempData2520{2521// Layout2522ImVec2 CursorPos; // Current emitting position, in absolute coordinates.2523ImVec2 CursorPosPrevLine;2524ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.2525ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.2526ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.2527ImVec2 CurrLineSize;2528ImVec2 PrevLineSize;2529float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).2530float PrevLineTextBaseOffset;2531bool IsSameLine;2532bool IsSetPos;2533ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)2534ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.2535ImVec1 GroupOffset;2536ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.25372538// Keyboard/Gamepad navigation2539ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)2540short NavLayersActiveMask; // Which layers have been written to (result from previous frame)2541short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)2542bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.2543bool NavHideHighlightOneFrame;2544bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)25452546// Miscellaneous2547bool MenuBarAppending; // FIXME: Remove this2548ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.2549ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement2550int TreeDepth; // Current tree depth.2551ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.2552ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set.2553ImVector<ImGuiWindow*> ChildWindows;2554ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)2555ImGuiOldColumns* CurrentColumns; // Current columns set2556int CurrentTableIdx; // Current table index (into g.Tables)2557ImGuiLayoutType LayoutType;2558ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()2559ImU32 ModalDimBgColor;2560ImGuiItemStatusFlags WindowItemStatusFlags;2561ImGuiItemStatusFlags ChildItemStatusFlags;25622563// Local parameters stacks2564// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.2565float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).2566float TextWrapPos; // Current text wrap pos.2567ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)2568ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)2569};25702571// Storage for one window2572struct IMGUI_API ImGuiWindow2573{2574ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).2575char* Name; // Window name, owned by the window.2576ImGuiID ID; // == ImHashStr(Name)2577ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_2578ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_2579ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.2580ImVec2 Pos; // Position (always rounded-up to nearest pixel)2581ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)2582ImVec2 SizeFull; // Size when non collapsed2583ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.2584ImVec2 ContentSizeIdeal;2585ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().2586ImVec2 WindowPadding; // Window padding at the time of Begin().2587float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.2588float WindowBorderSize; // Window border size at the time of Begin().2589float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight.2590float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().2591float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).2592float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).2593int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!2594ImGuiID MoveId; // == window->GetID("#MOVE")2595ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)2596ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)2597ImVec2 Scroll; // Current Visible Scroll position2598ImVec2 ScrollExpected; // Current Expected Scroll position2599ImVec2 ScrollMax;2600ImVec2 ScrollStepSize;2601ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)2602ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered2603ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold2604ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.2605bool ScrollbarX, ScrollbarY; // Are scrollbars visible?2606bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized?2607ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops2608bool Active; // Set to true on Begin(), unless Collapsed2609bool WasActive;2610bool WriteAccessed; // Set to true when any widget access the current window2611bool Collapsed; // Set when collapsing window to become only title-bar2612bool WantCollapseToggle;2613bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)2614bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false.2615bool Appearing; // Set during the frame where the window is appearing (or re-appearing)2616bool Hidden; // Do not display (== HiddenFrames*** > 0)2617bool IsFallbackWindow; // Set on the "Debug##Default" window.2618bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked()2619bool HasCloseButton; // Set when the window has a close button (p_open != NULL)2620signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3)2621signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)2622short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)2623short BeginCountPreviousFrame; // Number of Begin() during the previous frame2624short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.2625short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.2626short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.2627ImS8 AutoFitFramesX, AutoFitFramesY;2628bool AutoFitOnlyGrows;2629ImGuiDir AutoPosLastDirection;2630ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames2631ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size2632ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only2633ImS8 DisableInputsFrames; // Disable window interactions for N frames2634ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.2635ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.2636ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.2637ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)2638ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.26392640ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)2641ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.26422643// The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.2644// The main 'OuterRect', omitted as a field, is window->Rect().2645ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.2646ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)2647ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.2648ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).2649ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?2650ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().2651ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.2652ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window.2653ImVec2ih HitTestHoleOffset;26542655int LastFrameActive; // Last frame number the window was Active.2656float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)2657float ItemWidthDefault;2658ImGuiStorage StateStorage;2659ImVector<ImGuiOldColumns> ColumnsStorage;2660float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()2661float FontWindowScaleParents;2662float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window.2663int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)26642665ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)2666ImDrawList DrawListInst;2667ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.2668ImGuiWindow* ParentWindowInBeginStack;2669ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.2670ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.2671ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.2672ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.2673ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)26742675ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)2676ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)2677ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space2678ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.2679ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()26802681int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy2682int MemoryDrawListVtxCapacity;2683bool MemoryCompacted; // Set when window extraneous data have been garbage collected26842685public:2686ImGuiWindow(ImGuiContext* context, const char* name);2687~ImGuiWindow();26882689ImGuiID GetID(const char* str, const char* str_end = NULL);2690ImGuiID GetID(const void* ptr);2691ImGuiID GetID(int n);2692ImGuiID GetIDFromPos(const ImVec2& p_abs);2693ImGuiID GetIDFromRectangle(const ImRect& r_abs);26942695// We don't use g.FontSize because the window may be != g.CurrentWindow.2696ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }2697ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }2698ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }26992700// [Obsolete] ImGuiWindow::CalcFontSize() was removed in 1.92.x because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window.2701//float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents;2702};27032704//-----------------------------------------------------------------------------2705// [SECTION] Tab bar, Tab item support2706//-----------------------------------------------------------------------------27072708// Extend ImGuiTabBarFlags_2709enum ImGuiTabBarFlagsPrivate_2710{2711ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]2712ImGuiTabBarFlags_IsFocused = 1 << 21,2713ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs2714};27152716// Extend ImGuiTabItemFlags_2717enum ImGuiTabItemFlagsPrivate_2718{2719ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,2720ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)2721ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button2722ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading2723//ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.2724};27252726// Storage for one active tab item (sizeof() 40 bytes)2727struct ImGuiTabItem2728{2729ImGuiID ID;2730ImGuiTabItemFlags Flags;2731int LastFrameVisible;2732int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance2733float Offset; // Position relative to beginning of tab2734float Width; // Width currently displayed2735float ContentWidth; // Width of label, stored during BeginTabItem() call2736float RequestedWidth; // Width optionally requested by caller, -1.0f is unused2737ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames2738ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable2739ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.2740bool WantClose; // Marked as closed by SetTabItemClosed()27412742ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }2743};27442745// Storage for a tab bar (sizeof() 160 bytes)2746struct IMGUI_API ImGuiTabBar2747{2748ImGuiWindow* Window;2749ImVector<ImGuiTabItem> Tabs;2750ImGuiTabBarFlags Flags;2751ImGuiID ID; // Zero for tab-bars used by docking2752ImGuiID SelectedTabId; // Selected tab/window2753ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation2754ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)2755int CurrFrameVisible;2756int PrevFrameVisible;2757ImRect BarRect;2758float CurrTabsContentsHeight;2759float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar2760float WidthAllTabs; // Actual width of all tabs (locked during layout)2761float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped2762float ScrollingAnim;2763float ScrollingTarget;2764float ScrollingTargetDistToVisibility;2765float ScrollingSpeed;2766float ScrollingRectMinX;2767float ScrollingRectMaxX;2768float SeparatorMinX;2769float SeparatorMaxX;2770ImGuiID ReorderRequestTabId;2771ImS16 ReorderRequestOffset;2772ImS8 BeginCount;2773bool WantLayout;2774bool VisibleTabWasSubmitted;2775bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame2776ImS16 TabsActiveCount; // Number of tabs submitted this frame.2777ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()2778float ItemSpacingY;2779ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()2780ImVec2 BackupCursorPos;2781ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.27822783ImGuiTabBar();2784};27852786//-----------------------------------------------------------------------------2787// [SECTION] Table support2788//-----------------------------------------------------------------------------27892790#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.2791#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx.27922793// [Internal] sizeof() ~ 1122794// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.2795// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.2796// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".2797struct ImGuiTableColumn2798{2799ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_2800float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.2801float MinX; // Absolute positions2802float MaxX;2803float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()2804float WidthAuto; // Automatic width2805float WidthMax; // Maximum width (FIXME: overwritten by each instance)2806float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.2807float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).2808ImRect ClipRect; // Clipping rectangle for the column2809ImGuiID UserID; // Optional, value passed to TableSetupColumn()2810float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column2811float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)2812float ItemWidth; // Current item width for the column, preserved across rows2813float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.2814float ContentMaxXUnfrozen;2815float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls2816float ContentMaxXHeadersIdeal;2817ImS16 NameOffset; // Offset into parent ColumnsNames[]2818ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)2819ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder)2820ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column2821ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column2822ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort2823ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[]2824ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers)2825ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows2826bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 02827bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).2828bool IsUserEnabledNextFrame;2829bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).2830bool IsVisibleY;2831bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.2832bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen).2833bool IsPreserveWidthAuto;2834ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte2835ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit2836ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem2837ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending2838ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3)2839ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each)2840ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits)28412842ImGuiTableColumn()2843{2844memset(this, 0, sizeof(*this));2845StretchWeight = WidthRequest = -1.0f;2846NameOffset = -1;2847DisplayOrder = IndexWithinEnabledSet = -1;2848PrevEnabledColumn = NextEnabledColumn = -1;2849SortOrder = -1;2850SortDirection = ImGuiSortDirection_None;2851DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;2852}2853};28542855// Transient cell data stored per row.2856// sizeof() ~ 6 bytes2857struct ImGuiTableCellData2858{2859ImU32 BgColor; // Actual color2860ImGuiTableColumnIdx Column; // Column number2861};28622863// Parameters for TableAngledHeadersRowEx()2864// This may end up being refactored for more general purpose.2865// sizeof() ~ 12 bytes2866struct ImGuiTableHeaderData2867{2868ImGuiTableColumnIdx Index; // Column index2869ImU32 TextColor;2870ImU32 BgColor0;2871ImU32 BgColor1;2872};28732874// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)2875// sizeof() ~ 24 bytes2876struct ImGuiTableInstanceData2877{2878ImGuiID TableInstanceID;2879float LastOuterHeight; // Outer height from last frame2880float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)2881float LastFrozenHeight; // Height of frozen section from last frame2882int HoveredRowLast; // Index of row which was hovered last frame.2883int HoveredRowNext; // Index of row hovered this frame, set after encountering it.28842885ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }2886};28872888// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory()2889struct IMGUI_API ImGuiTable2890{2891ImGuiID ID;2892ImGuiTableFlags Flags;2893void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[]2894ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]2895ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]2896ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)2897ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.2898ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map2899ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data2900ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)2901ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)2902int SettingsOffset; // Offset in g.SettingsTables2903int LastFrameActive;2904int ColumnsCount; // Number of columns declared in BeginTable()2905int CurrentRow;2906int CurrentColumn;2907ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced.2908ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with2909float RowPosY1;2910float RowPosY2;2911float RowMinHeight; // Height submitted to TableNextRow()2912float RowCellPaddingY; // Top and bottom padding. Reloaded during row change.2913float RowTextBaseline;2914float RowIndentOffsetX;2915ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_2916ImGuiTableRowFlags LastRowFlags : 16;2917int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.2918ImU32 RowBgColor[2]; // Background color override for current row.2919ImU32 BorderColorStrong;2920ImU32 BorderColorLight;2921float BorderX1;2922float BorderX2;2923float HostIndentX;2924float MinColumnWidth;2925float OuterPaddingX;2926float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout.2927float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout.2928float CellSpacingX2;2929float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.2930float ColumnsGivenWidth; // Sum of current column width2931float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window2932float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns2933float ResizedColumnNextWidth;2934float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.2935float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.2936float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()2937float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()2938ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().2939ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is "2940ImRect WorkRect;2941ImRect InnerClipRect;2942ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries2943ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped2944ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.2945ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.2946ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()2947ImGuiWindow* OuterWindow; // Parent window for the table2948ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)2949ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names2950ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly2951ImGuiTableInstanceData InstanceDataFirst;2952ImVector<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good.2953ImGuiTableColumnSortSpecs SortSpecsSingle;2954ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.2955ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()2956ImGuiTableColumnIdx SortSpecsCount;2957ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)2958ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount)2959ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()2960ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers2961ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!2962ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).2963ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted.2964ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit.2965ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.2966ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.2967ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.2968ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)2969ImGuiTableColumnIdx ReorderColumnDir; // -1 or +12970ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.2971ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.2972ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.2973ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.2974ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot2975ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count2976ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)2977ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count2978ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)2979ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row2980ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.2981ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]2982ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;2983ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable().2984bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.2985bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().2986bool IsInitializing;2987bool IsSortSpecsDirty;2988bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.2989bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).2990bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()2991bool IsSettingsRequestLoad;2992bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.2993bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)2994bool IsResetAllRequest;2995bool IsResetDisplayOrderRequest;2996bool IsUnfrozenRows; // Set when we got past the frozen row.2997bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable()2998bool IsActiveIdAliveBeforeTable;2999bool IsActiveIdInTable;3000bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame.3001bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous.3002bool MemoryCompacted;3003bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis30043005ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }3006~ImGuiTable() { IM_FREE(RawData); }3007};30083009// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).3010// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.3011// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.3012// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs.3013// sizeof() ~ 136 bytes.3014struct IMGUI_API ImGuiTableTempData3015{3016int TableIndex; // Index in g.Tables.Buf[] pool3017float LastTimeActive; // Last timestamp this structure was used3018float AngledHeadersExtraWidth; // Used in EndTable()3019ImVector<ImGuiTableHeaderData> AngledHeadersRequests; // Used in TableAngledHeadersRow()30203021ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()3022ImDrawListSplitter DrawSplitter;30233024ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()3025ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()3026ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()3027ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()3028ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()3029ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()3030float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()3031int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()30323033ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }3034};30353036// sizeof() ~ 163037struct ImGuiTableColumnSettings3038{3039float WidthOrWeight;3040ImGuiID UserID;3041ImGuiTableColumnIdx Index;3042ImGuiTableColumnIdx DisplayOrder;3043ImGuiTableColumnIdx SortOrder;3044ImU8 SortDirection : 2;3045ImS8 IsEnabled : 2; // "Visible" in ini file3046ImU8 IsStretch : 1;30473048ImGuiTableColumnSettings()3049{3050WidthOrWeight = 0.0f;3051UserID = 0;3052Index = -1;3053DisplayOrder = SortOrder = -1;3054SortDirection = ImGuiSortDirection_None;3055IsEnabled = -1;3056IsStretch = 0;3057}3058};30593060// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)3061struct ImGuiTableSettings3062{3063ImGuiID ID; // Set to 0 to invalidate/delete the setting3064ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)3065float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.3066ImGuiTableColumnIdx ColumnsCount;3067ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher3068bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)30693070ImGuiTableSettings() { memset(this, 0, sizeof(*this)); }3071ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }3072};30733074//-----------------------------------------------------------------------------3075// [SECTION] ImGui internal API3076// No guarantee of forward compatibility here!3077//-----------------------------------------------------------------------------30783079namespace ImGui3080{3081// Windows3082// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)3083// If this ever crashes because g.CurrentWindow is NULL, it means that either:3084// - ImGui::NewFrame() has never been called, which is illegal.3085// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.3086IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx);3087IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx);3088inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }3089inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }3090IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);3091IMGUI_API ImGuiWindow* FindWindowByName(const char* name);3092IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);3093IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);3094IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);3095IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);3096IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);3097IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);3098IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);3099IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);3100IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);3101IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);3102IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);3103IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);3104inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }3105inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }3106inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }3107inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }3108inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }31093110// Windows: Display Order and Focus Order3111IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);3112IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags);3113IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);3114IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);3115IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);3116IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);3117IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);3118IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);31193120// Windows: Idle, Refresh Policies [EXPERIMENTAL]3121IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);31223123// Fonts, drawing3124IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture3125IMGUI_API void UnregisterUserTexture(ImTextureData* tex);3126IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas);3127IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas);3128IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling, float font_weight);3129IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling);3130IMGUI_API void SetFontRasterizerDensity(float rasterizer_density);3131inline float GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; }3132inline float GetRoundedFontSize(float size) { return IM_ROUND(size); }3133IMGUI_API ImFont* GetDefaultFont();3134IMGUI_API void PushPasswordFont();3135IMGUI_API void PopPasswordFont();3136inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.3137IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.3138IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.3139IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);31403141// Init3142IMGUI_API void Initialize();3143IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().31443145// NewFrame3146IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);3147IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);3148IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);3149IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);3150IMGUI_API void UpdateMouseMovingWindowNewFrame();3151IMGUI_API void UpdateMouseMovingWindowEndFrame();31523153// Generic context hooks3154IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);3155IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);3156IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);31573158// Viewports3159IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);3160IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);31613162// Settings3163IMGUI_API void MarkIniSettingsDirty();3164IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);3165IMGUI_API void ClearIniSettings();3166IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);3167IMGUI_API void RemoveSettingsHandler(const char* type_name);3168IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);31693170// Settings - Windows3171IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);3172IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id);3173IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);3174IMGUI_API void ClearWindowSettings(const char* name);31753176// Localization3177IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);3178inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }31793180// Scrolling3181IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x);3182IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);3183IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);3184IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);31853186// Early work-in-progress API (ScrollToItem() will become public)3187IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);3188IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);3189IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);3190//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3191inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }3192//#endif31933194// Basic Accessors3195inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }3196inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; }3197inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }3198inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }3199IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);3200IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);3201IMGUI_API void ClearActiveID();3202IMGUI_API ImGuiID GetHoveredID();3203IMGUI_API void SetHoveredID(ImGuiID id);3204IMGUI_API void KeepAliveID(ImGuiID id);3205IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.3206IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)3207IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);3208IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed);32093210// Basic Helpers for widget code3211IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);3212inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.3213IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);3214IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);3215IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);3216IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);3217IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);3218IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);3219IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);3220IMGUI_API void PushMultiItemsWidths(int components, float width_full);3221IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);32223223// Parameter stacks (shared)3224IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);3225IMGUI_API void BeginDisabledOverrideReenable();3226IMGUI_API void EndDisabledOverrideReenable();32273228// Logging/Capture3229IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.3230IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer3231IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);3232IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);32333234// Childs3235IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);32363237// Popups, Modals3238IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);3239IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags);3240IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);3241IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);3242IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);3243IMGUI_API void ClosePopupsExceptModals();3244IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);3245IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);3246IMGUI_API ImGuiWindow* GetTopMostPopupModal();3247IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();3248IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window);3249IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);3250IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);32513252// Tooltips3253IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);3254IMGUI_API bool BeginTooltipHidden();32553256// Menus3257IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);3258IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);3259IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);32603261// Combos3262IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);3263IMGUI_API bool BeginComboPreview();3264IMGUI_API void EndComboPreview();32653266// Keyboard/Gamepad Navigation3267IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);3268IMGUI_API void NavInitRequestApplyResult();3269IMGUI_API bool NavMoveRequestButNoResultYet();3270IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);3271IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);3272IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);3273IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data);3274IMGUI_API void NavMoveRequestCancel();3275IMGUI_API void NavMoveRequestApplyResult();3276IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);3277IMGUI_API void NavHighlightActivated(ImGuiID id);3278IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);3279IMGUI_API void SetNavCursorVisibleAfterMove();3280IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();3281IMGUI_API void SetNavWindow(ImGuiWindow* window);3282IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);3283IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id);32843285// Focus/Activation3286// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are3287// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.3288IMGUI_API void FocusItem(); // Focus last item (no selection/activation).3289IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.32903291// Inputs3292// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.3293inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }3294inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }3295inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }3296inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }3297inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }3298inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }3299inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }3300inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }3301ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord);3302inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)3303{3304if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;3305if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;3306if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;3307if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;3308return key;3309}33103311IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key);3312inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); }3313IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord);3314inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }3315IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);3316IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);3317IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);3318IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);3319IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);3320IMGUI_API void TeleportMousePos(const ImVec2& pos);3321IMGUI_API void SetActiveIdUsingAllKeyboardKeys();3322inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }33233324// [EXPERIMENTAL] Low-Level: Key/Input Ownership3325// - The idea is that instead of "eating" a given input, we can link to an owner id.3326// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).3327// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.3328// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).3329// - Input ownership is automatically released on the frame after a key is released. Therefore:3330// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).3331// - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).3332// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.3333// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.3334// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.3335IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);3336IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);3337IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);3338IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.3339IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'3340inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }33413342// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership3343// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.3344// - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)3345// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.3346// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.3347// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.3348IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);3349IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.3350IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);3351IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);3352IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);3353IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);3354IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);3355IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);33563357// Shortcut Testing & Routing3358// - Set Shortcut() and SetNextItemShortcut() in imgui.h3359// - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),3360// allowing the system to decide where to route the input among other route-aware calls.3361// (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check)3362// - When using one of the routing option:3363// - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.)3364// - Routes are requested given a chord (key + modifiers) and a routing policy.3365// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.3366// - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).3367// - Multiple read sites may use the same owner id can all access the granted route.3368// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.3369// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()3370// e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.3371IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id);3372IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 03373IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);3374IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);33753376// [EXPERIMENTAL] Focus Scope3377// This is generally used to identify a unique input location (for e.g. a selection set)3378// There is one per window (automatically set in Begin), but:3379// - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.3380// So in order to identify a set multiple lists in same window may each need a focus scope.3381// If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()3382// - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.3383// We don't use the ID Stack for this as it is common to want them separate.3384IMGUI_API void PushFocusScope(ImGuiID id);3385IMGUI_API void PopFocusScope();3386inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()33873388// Drag and Drop3389IMGUI_API bool IsDragDropActive();3390IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);3391IMGUI_API void ClearDragDrop();3392IMGUI_API bool IsDragDropPayloadBeingAccepted();3393IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);33943395// Typing-Select API3396// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)3397// (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!)3398IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);3399IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);3400IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);3401IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);34023403// Box-Select API3404IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);3405IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags);34063407// Multi-Select API3408IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);3409IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);3410IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected);3411IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item);3412inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; }3413inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); }34143415// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)3416IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);3417IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().3418IMGUI_API void EndColumns(); // close columns3419IMGUI_API void PushColumnClipRect(int column_index);3420IMGUI_API void PushColumnsBackground();3421IMGUI_API void PopColumnsBackground();3422IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);3423IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);3424IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);3425IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);34263427// Tables: Candidates for public API3428IMGUI_API void TableOpenContextMenu(int column_n = -1);3429IMGUI_API void TableSetColumnWidth(int column_n, float width);3430IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);3431IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.3432IMGUI_API float TableGetHeaderRowHeight();3433IMGUI_API float TableGetHeaderAngledMaxLabelWidth();3434IMGUI_API void TablePushBackgroundChannel();3435IMGUI_API void TablePopBackgroundChannel();3436IMGUI_API void TablePushColumnChannel(int column_n);3437IMGUI_API void TablePopColumnChannel();3438IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);34393440// Tables: Internals3441inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }3442IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);3443IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);3444IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);3445IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);3446IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);3447IMGUI_API void TableUpdateLayout(ImGuiTable* table);3448IMGUI_API void TableUpdateBorders(ImGuiTable* table);3449IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);3450IMGUI_API void TableDrawBorders(ImGuiTable* table);3451IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);3452IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);3453IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);3454inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }3455inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; }3456IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);3457IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);3458IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);3459IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);3460IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);3461IMGUI_API void TableBeginRow(ImGuiTable* table);3462IMGUI_API void TableEndRow(ImGuiTable* table);3463IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);3464IMGUI_API void TableEndCell(ImGuiTable* table);3465IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n);3466IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n);3467IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0);3468IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n);3469IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);3470IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);3471IMGUI_API void TableRemove(ImGuiTable* table);3472IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);3473IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);3474IMGUI_API void TableGcCompactSettings();34753476// Tables: Settings3477IMGUI_API void TableLoadSettings(ImGuiTable* table);3478IMGUI_API void TableSaveSettings(ImGuiTable* table);3479IMGUI_API void TableResetSettings(ImGuiTable* table);3480IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);3481IMGUI_API void TableSettingsAddSettingsHandler();3482IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);3483IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);34843485// Tab Bars3486inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }3487IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);3488IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);3489IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);3490IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);3491inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }3492IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);3493IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);3494IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);3495IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);3496IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name);3497IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);3498IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);3499IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);3500IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);3501IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width);3502IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);3503IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);3504IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);3505IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);35063507// Render helpers3508// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.3509// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)3510IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);3511IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);3512IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);3513IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);3514IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);3515IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f);3516IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);3517IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);3518IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight3519#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3520inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.43521#endif3522IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.3523IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);35243525// Render helpers (those functions don't access any ImGui state!)3526IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);3527IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);3528IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);3529IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);3530IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);3531IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);35323533// Widgets: Text3534IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);3535IMGUI_API void TextAligned(float align_x, float size_x, const char* fmt, ...); // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)3536IMGUI_API void TextAlignedV(float align_x, float size_x, const char* fmt, va_list args);35373538// Widgets3539IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);3540IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);3541IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);3542IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);3543IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);3544IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);3545IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);35463547// Widgets: Window Decorations3548IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);3549IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);3550IMGUI_API void Scrollbar(ImGuiAxis axis);3551IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0);3552IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);3553IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);3554IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners3555IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);35563557// Widgets low-level behaviors3558IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);3559IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);3560IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);3561IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);35623563// Widgets: Tree Nodes3564IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);3565IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos);3566IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data);3567IMGUI_API void TreePushOverrideID(ImGuiID id);3568IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);3569IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);3570IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.35713572// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.3573// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).3574// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "3575template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);3576template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);3577template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);3578template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);3579template<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);3580template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);35813582// Data type helpers3583IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);3584IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);3585IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);3586IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL);3587IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);3588IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);3589IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data);35903591// InputText3592IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);3593IMGUI_API void InputTextDeactivateHook(ImGuiID id);3594IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);3595IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);3596inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }3597inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active3598IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data);3599inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.36003601// Color3602IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);3603IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);3604IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);36053606// Plot3607IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg);36083609// Shade functions (write over already created vertices)3610IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);3611IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);3612IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out);36133614// Garbage collection3615IMGUI_API void GcCompactTransientMiscBuffers();3616IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);3617IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);36183619// Error handling, State Recovery3620IMGUI_API bool ErrorLog(const char* msg);3621IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out);3622IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in);3623IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in);3624IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();3625IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip();3626IMGUI_API bool BeginErrorTooltip();3627IMGUI_API void EndErrorTooltip();36283629// Debug Tools3630IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free3631IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));3632IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));3633IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));3634IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end);3635IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!3636IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!3637IMGUI_API void DebugLocateItemResolveWithLastItem();3638IMGUI_API void DebugBreakClearData();3639IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location);3640IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location);3641IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);3642IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);3643IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);3644IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);3645IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);3646IMGUI_API void DebugNodeFont(ImFont* font);3647IMGUI_API void DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask);3648IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);3649IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture.3650IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);3651IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);3652IMGUI_API void DebugNodeTable(ImGuiTable* table);3653IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);3654IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);3655IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state);3656IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state);3657IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);3658IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);3659IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);3660IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);3661IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);3662IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);3663IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);36643665// Obsolete functions3666#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3667//inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.893668//inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.893669//inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!36703671// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():3672// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'3673// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'3674// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))'3675//inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()3676//inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem3677#endif36783679} // namespace ImGui368036813682//-----------------------------------------------------------------------------3683// [SECTION] ImFontLoader3684//-----------------------------------------------------------------------------36853686// Hooks and storage for a given font backend.3687// This structure is likely to evolve as we add support for incremental atlas updates.3688// Conceptually this could be public, but API is still going to be evolve.3689struct ImFontLoader3690{3691const char* Name;3692bool (*LoaderInit)(ImFontAtlas* atlas);3693void (*LoaderShutdown)(ImFontAtlas* atlas);3694bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src);3695void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src);3696bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint);3697bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src);3698void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src);3699bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph);37003701// Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations.3702// FIXME: At this point the two other types of buffers may be managed by core to be consistent?3703size_t FontBakedSrcLoaderDataSize;37043705ImFontLoader() { memset(this, 0, sizeof(*this)); }3706};37073708#ifdef IMGUI_ENABLE_STB_TRUETYPE3709IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype();3710#endif3711#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS3712typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92] The types are not actually compatible but we provide this as a compile-time error report helper.3713#endif37143715//-----------------------------------------------------------------------------3716// [SECTION] ImFontAtlas internal API3717//-----------------------------------------------------------------------------37183719// Helpers: ImTextureRef ==/!= operators provided as convenience3720// (note that _TexID and _TexData are never set simultaneously)3721inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; }3722inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; }37233724// Refer to ImFontAtlasPackGetRect() to better understand how this works.3725#define ImFontAtlasRectId_IndexMask_ (0x000FFFFF) // 20-bits: index to access builder->RectsIndex[].3726#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers.3727#define ImFontAtlasRectId_GenerationShift_ (20)3728inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return id & ImFontAtlasRectId_IndexMask_; }3729inline int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; }3730inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx < ImFontAtlasRectId_IndexMask_ && gen_idx < (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); }37313732// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles)3733// User are returned ImFontAtlasRectId values which are meant to be persistent.3734// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId.3735// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code.3736// Having this also makes it easier to e.g. sort rectangles during repack.3737struct ImFontAtlasRectEntry3738{3739int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list.3740int Generation : 10; // Increased each time the entry is reused for a new rectangle.3741unsigned int IsUsed : 1;3742};37433744// Data available to potential texture post-processing functions3745struct ImFontAtlasPostProcessData3746{3747ImFontAtlas* FontAtlas;3748ImFont* Font;3749ImFontConfig* FontSrc;3750ImFontBaked* FontBaked;3751ImFontGlyph* Glyph;37523753// Pixel data3754void* Pixels;3755ImTextureFormat Format;3756int Pitch;3757int Width;3758int Height;3759};37603761// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it)3762#ifdef IMGUI_STB_NAMESPACE3763namespace IMGUI_STB_NAMESPACE { struct stbrp_node; }3764typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im;3765#else3766struct stbrp_node;3767typedef stbrp_node stbrp_node_im;3768#endif3769struct stbrp_context_opaque { char data[80]; };37703771// Internal storage for incrementally packing and building a ImFontAtlas3772struct ImFontAtlasBuilder3773{3774stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file.3775ImVector<stbrp_node_im> PackNodes;3776ImVector<ImTextureRect> Rects;3777ImVector<ImFontAtlasRectEntry> RectsIndex; // ImFontAtlasRectId -> index into Rects[]3778ImVector<unsigned char> TempBuffer; // Misc scratch buffer3779int RectsIndexFreeListStart;// First unused entry3780int RectsPackedCount; // Number of packed rectangles.3781int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size.3782int RectsDiscardedCount;3783int RectsDiscardedSurface;3784int FrameCount; // Current frame count3785ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size")3786ImVec2i MaxRectBounds; // Bottom-right most used pixels3787bool LockDisableResize; // Disable resizing texture3788bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything.37893790// Cache of all ImFontBaked3791ImStableVector<ImFontBaked,32> BakedPool;3792ImGuiStorage BakedMap; // BakedId --> ImFontBaked*3793int BakedDiscardedCount;37943795// Custom rectangle identifiers3796ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure.3797ImFontAtlasRectId PackIdLinesTexData;37983799ImFontAtlasBuilder() { memset(this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; }3800};38013802IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);3803IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas);3804IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas);3805IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader);3806IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas);3807IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char);3808IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects38093810IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h);3811IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas);3812IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h);3813IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1);3814IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas);3815IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas);38163817IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src);3818IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy3819IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v);3820IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames);38213822IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src);3823IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src);3824IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src);3825IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed3826IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font);3827IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames);38283829IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float baked_weight, float rasterizer_density);3830IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_weight, float font_rasterizer_density);3831IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_weight, float font_rasterizer_density);3832IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_weight, float font_rasterizer_density, ImGuiID baked_id);3833IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked);3834IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph);3835IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph);3836IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch);38373838IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas);3839IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL);3840IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id);3841IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id);3842IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id);38433844IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures);3845IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);3846IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);3847IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex);3848IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas);38493850IMGUI_API void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h);3851IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data);3852IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor);3853IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col);3854IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h);3855IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h);38563857IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format);3858IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status);3859IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format);38603861#ifndef IMGUI_DISABLE_DEBUG_TOOLS3862IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas);3863#endif38643865IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);38663867//-----------------------------------------------------------------------------3868// [SECTION] Test Engine specific hooks (imgui_test_engine)3869//-----------------------------------------------------------------------------38703871#ifdef IMGUI_ENABLE_TEST_ENGINE3872extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL3873extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);3874extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);3875extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);38763877// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data);3878#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box3879#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)3880#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log3881#else3882#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)3883#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)3884#endif38853886//-----------------------------------------------------------------------------38873888#if defined(__clang__)3889#pragma clang diagnostic pop3890#elif defined(__GNUC__)3891#pragma GCC diagnostic pop3892#endif38933894#ifdef _MSC_VER3895#pragma warning (pop)3896#endif38973898#endif // #ifndef IMGUI_DISABLE389939003901