1// dear imgui, v1.91.9b
2// (headers)
3
4// Help:
5// - See links below.
6// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
7// - Read top of imgui.cpp for more details, links and comments.
8// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
9
10// Resources:
11// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
12// - Homepage ................... https://github.com/ocornut/imgui
13// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
14// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
15// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
17// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
18// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
19// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
20// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
21// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
22// - Issues & support ........... https://github.com/ocornut/imgui/issues
23// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
24
25// For first-time users having issues compiling/linking/running/loading fonts:
26// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
27// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
28
29// Library Version
30// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
31#define IMGUI_VERSION "1.91.9b"
32#define IMGUI_VERSION_NUM 19191
33#define IMGUI_HAS_TABLE
34#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
35#define IMGUI_HAS_DOCK // Docking WIP branch
36
37/*
38
39Index of this file:
40// [SECTION] Header mess
41// [SECTION] Forward declarations and basic types
42// [SECTION] Texture identifier (ImTextureID)
43// [SECTION] Dear ImGui end-user API functions
44// [SECTION] Flags & Enumerations
45// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
46// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
47// [SECTION] ImGuiStyle
48// [SECTION] ImGuiIO
49// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
50// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
51// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
52// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
53// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
54// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
55// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
56// [SECTION] Obsolete functions and types
57
58*/
59
60#pragma once
61
62// Configuration file with compile-time options
63// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
64#ifdef IMGUI_USER_CONFIG
65#include IMGUI_USER_CONFIG
66#endif
67#include "imconfig.h"
68
69#ifndef IMGUI_DISABLE
70
71//-----------------------------------------------------------------------------
72// [SECTION] Header mess
73//-----------------------------------------------------------------------------
74
75// Includes
76#include <float.h> // FLT_MIN, FLT_MAX
77#include <stdarg.h> // va_list, va_start, va_end
78#include <stddef.h> // ptrdiff_t, NULL
79#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
80
81// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
82// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
83// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
84#ifndef IMGUI_API
85#define IMGUI_API
86#endif
87#ifndef IMGUI_IMPL_API
88#define IMGUI_IMPL_API IMGUI_API
89#endif
90
91// Helper Macros
92#ifndef IM_ASSERT
93#include <assert.h>
94#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
95#endif
96#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
97#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
98
99// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
100#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
101
102// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
103// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
104// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
105#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
106#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
107#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
108#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
109#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
110#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
111#else
112#define IM_FMTARGS(FMT)
113#define IM_FMTLIST(FMT)
114#endif
115
116// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
117#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
118#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
119#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
120#else
121#define IM_MSVC_RUNTIME_CHECKS_OFF
122#define IM_MSVC_RUNTIME_CHECKS_RESTORE
123#endif
124
125// Warnings
126#ifdef _MSC_VER
127#pragma warning (push)
128#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
129#endif
130#if defined(__clang__)
131#pragma clang diagnostic push
132#if __has_warning("-Wunknown-warning-option")
133#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
134#endif
135#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
136#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
137#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
138#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
139#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
140#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
141#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
142#elif defined(__GNUC__)
143#pragma GCC diagnostic push
144#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
145#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
146#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
147#endif
148
149//-----------------------------------------------------------------------------
150// [SECTION] Forward declarations and basic types
151//-----------------------------------------------------------------------------
152
153// Scalar data types
154typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
155typedef signed char ImS8; // 8-bit signed integer
156typedef unsigned char ImU8; // 8-bit unsigned integer
157typedef signed short ImS16; // 16-bit signed integer
158typedef unsigned short ImU16; // 16-bit unsigned integer
159typedef signed int ImS32; // 32-bit signed integer == int
160typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
161typedef signed long long ImS64; // 64-bit signed integer
162typedef unsigned long long ImU64; // 64-bit unsigned integer
163
164// Forward declarations: ImDrawList, ImFontAtlas layer
165struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
166struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
167struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
168struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
169struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
170struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
171struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
172struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
173struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
174struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
175struct ImFontConfig; // Configuration data when adding a font or merging fonts
176struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
177struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
178struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
179
180// Forward declarations: ImGui layer
181struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
182struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
183struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
184struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
185struct ImGuiListClipper; // Helper to manually clip large list of items
186struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
187struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
188struct ImGuiPayload; // User data payload for drag and drop operations
189struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
190struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
191struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
192struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
193struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
194struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
195struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
196struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
197struct ImGuiStoragePair; // Helper for key->value storage (pair)
198struct ImGuiStyle; // Runtime data for styling/colors
199struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
200struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
201struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
202struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
203struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
204struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
205
206// Enumerations
207// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
208// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
209// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
210// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
211// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
212enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
213enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
214enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
215enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
216typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
217typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
218typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
219typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
220typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
221typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
222typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
223
224// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
225// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
226// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
227// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
228// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
229typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
230typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
231typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
232typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
233typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
234typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
235typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
236typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
237typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
238typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
239typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
240typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
241typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
242typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
243typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
244typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
245typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
246typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
247typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
248typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
249typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
250typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
251typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
252typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
253typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
254typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
255typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
256typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
257typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
258
259// Character types
260// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
261typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
262typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
263#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
264typedef ImWchar32 ImWchar;
265#else
266typedef ImWchar16 ImWchar;
267#endif
268
269// Multi-Selection item index or identifier when using BeginMultiSelect()
270// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
271// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
272typedef ImS64 ImGuiSelectionUserData;
273
274// Callback and functions types
275typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
276typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
277typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
278typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
279
280// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
281// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
282// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
283IM_MSVC_RUNTIME_CHECKS_OFF
284struct ImVec2
285{
286 float x, y;
287 constexpr ImVec2() : x(0.0f), y(0.0f) { }
288 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
289 float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
290 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
291#ifdef IM_VEC2_CLASS_EXTRA
292 IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
293#endif
294};
295
296// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
297struct ImVec4
298{
299 float x, y, z, w;
300 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
301 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
302#ifdef IM_VEC4_CLASS_EXTRA
303 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
304#endif
305};
306IM_MSVC_RUNTIME_CHECKS_RESTORE
307
308//-----------------------------------------------------------------------------
309// [SECTION] Texture identifier (ImTextureID)
310//-----------------------------------------------------------------------------
311
312// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
313// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
314// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
315// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
316// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
317#ifndef ImTextureID
318typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
319#endif
320
321//-----------------------------------------------------------------------------
322// [SECTION] Dear ImGui end-user API functions
323// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
324//-----------------------------------------------------------------------------
325
326namespace ImGui
327{
328 // Context creation and access
329 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
330 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
331 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
332 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
333 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
334 IMGUI_API ImGuiContext* GetCurrentContext();
335 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
336
337 // Main
338 IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
339 IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
340 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
341 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
342 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
343 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
344 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
345
346 // Demo, Debug, Information
347 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
348 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
349 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
350 IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
351 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
352 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
353 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
354 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
355 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
356 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
357
358 // Styles
359 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
360 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
361 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
362
363 // Windows
364 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
365 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
366 // which clicking will set the boolean to false when clicked.
367 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
368 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
369 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
370 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
371 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
372 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
373 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
374 // - Note that the bottom of window stack always contains a window called "Debug".
375 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
376 IMGUI_API void End();
377
378 // Child Windows
379 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
380 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
381 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
382 // Consider updating your old code:
383 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
384 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
385 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
386 // == 0.0f: use remaining parent window size for this axis.
387 // > 0.0f: use specified size for this axis.
388 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
389 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
390 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
391 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
392 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
393 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
394 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
395 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
396 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
397 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
398 IMGUI_API void EndChild();
399
400 // Windows Utilities
401 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
402 IMGUI_API bool IsWindowAppearing();
403 IMGUI_API bool IsWindowCollapsed();
404 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
405 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
406 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
407 IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
408 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
409 IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
410 IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
411 IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
412 IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
413
414 // Window manipulation
415 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
416 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
417 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
418 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
419 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
420 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
421 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
422 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
423 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
424 IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
425 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
426 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
427 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
428 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
429 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
430 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
431 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
432 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
433 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
434
435 // Windows Scrolling
436 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
437 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
438 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
439 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
440 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
441 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
442 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
443 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
444 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
445 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
446 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
447 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
448
449 // Parameters stacks (shared)
450 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
451 IMGUI_API void PopFont();
452 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
453 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
454 IMGUI_API void PopStyleColor(int count = 1);
455 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
456 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
457 IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
458 IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
459 IMGUI_API void PopStyleVar(int count = 1);
460 IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
461 IMGUI_API void PopItemFlag();
462
463 // Parameters stacks (current window)
464 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
465 IMGUI_API void PopItemWidth();
466 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
467 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
468 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
469 IMGUI_API void PopTextWrapPos();
470
471 // Style read access
472 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
473 IMGUI_API ImFont* GetFont(); // get current font
474 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
475 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
476 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
477 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
478 IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
479 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
480
481 // Layout cursor positioning
482 // - By "cursor" we mean the current output position.
483 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
484 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
485 // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
486 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
487 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
488 // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
489 // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
490 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
491 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
492 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
493 IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
494 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
495 IMGUI_API float GetCursorPosX(); // [window-local] "
496 IMGUI_API float GetCursorPosY(); // [window-local] "
497 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
498 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
499 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
500 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
501
502 // Other layout functions
503 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
504 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
505 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
506 IMGUI_API void Spacing(); // add vertical spacing.
507 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
508 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
509 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
510 IMGUI_API void BeginGroup(); // lock horizontal starting position
511 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
512 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
513 IMGUI_API float GetTextLineHeight(); // ~ FontSize
514 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
515 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
516 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
517
518 // ID stack/scopes
519 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
520 // - Those questions are answered and impacted by understanding of the ID stack system:
521 // - "Q: Why is my widget not reacting when I click on it?"
522 // - "Q: How can I have widgets with an empty label?"
523 // - "Q: How can I have multiple widgets with the same label?"
524 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
525 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
526 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
527 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
528 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
529 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
530 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
531 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
532 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
533 IMGUI_API void PopID(); // pop from the ID stack.
534 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
535 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
536 IMGUI_API ImGuiID GetID(const void* ptr_id);
537 IMGUI_API ImGuiID GetID(int int_id);
538
539 // Widgets: Text
540 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
541 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
542 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
543 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
544 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
545 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
546 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
547 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
548 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
549 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
550 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
551 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
552 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
553 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
554
555 // Widgets: Main
556 // - Most widgets return true when the value has been changed or when pressed/selected
557 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
558 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
559 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
560 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
561 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
562 IMGUI_API bool Checkbox(const char* label, bool* v);
563 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
564 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
565 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
566 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
567 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
568 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
569 IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
570 IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
571
572 // Widgets: Images
573 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
574 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
575 // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
576 // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
577 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
578 IMGUI_API void ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
579 IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
580
581 // Widgets: Combo Box (Dropdown)
582 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
583 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
584 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
585 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
586 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
587 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
588 IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
589
590 // Widgets: Drag Sliders
591 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
592 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
593 // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
594 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
595 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
596 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
597 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
598 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
599 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
600 // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
601 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
602 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
603 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
604 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
605 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
606 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
607 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
608 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
609 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
610 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
611 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
612 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
613 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
614
615 // Widgets: Regular Sliders
616 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
617 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
618 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
619 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
620 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
621 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
622 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
623 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
624 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
625 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
626 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
627 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
628 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
629 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
630 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
631 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
632 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
633 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
634 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
635
636 // Widgets: Input with Keyboard
637 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
638 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
639 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
640 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
641 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
642 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
643 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
644 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
645 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
646 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
647 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
648 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
649 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
650 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
651 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
652 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
653
654 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
655 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
656 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
657 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
658 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
659 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
660 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
661 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
662 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
663
664 // Widgets: Trees
665 // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
666 IMGUI_API bool TreeNode(const char* label);
667 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
668 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
669 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
670 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
671 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
672 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
673 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
674 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
675 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
676 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
677 IMGUI_API void TreePush(const void* ptr_id); // "
678 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
679 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
680 IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
681 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
682 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
683 IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
684
685 // Widgets: Selectables
686 // - A selectable highlights when hovered, and can display another color when selected.
687 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
688 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
689 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
690
691 // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
692 // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
693 // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
694 // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
695 // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
696 // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
697 // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
698 IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
699 IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
700 IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
701 IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
702
703 // Widgets: List Boxes
704 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
705 // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
706 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
707 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
708 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
709 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
710 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
711 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
712 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
713 IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
714
715 // Widgets: Data Plotting
716 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
717 IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
718 IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
719 IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
720 IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
721
722 // Widgets: Value() Helpers.
723 // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
724 IMGUI_API void Value(const char* prefix, bool b);
725 IMGUI_API void Value(const char* prefix, int v);
726 IMGUI_API void Value(const char* prefix, unsigned int v);
727 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
728
729 // Widgets: Menus
730 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
731 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
732 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
733 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
734 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
735 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
736 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
737 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
738 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
739 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
740 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
741 IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
742
743 // Tooltips
744 // - Tooltips are windows following the mouse. They do not take focus away.
745 // - A tooltip window can contain items of any types.
746 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
747 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
748 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
749 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
750 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
751
752 // Tooltips: helpers for showing a tooltip when hovering an item
753 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
754 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
755 // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
756 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
757 IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
758 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
759
760 // Popups, Modals
761 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
762 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
763 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
764 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
765 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
766 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
767 // This is sometimes leading to confusing mistakes. May rework this in the future.
768 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
769 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
770 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
771 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
772 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
773
774 // Popups: open/close functions
775 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
776 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
777 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
778 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
779 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
780 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
781 // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
782 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
783 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
784 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
785 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
786
787 // Popups: open+begin combined functions helpers
788 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
789 // - They are convenient to easily create context menus, hence the name.
790 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
791 // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
792 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
793 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
794 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
795
796 // Popups: query functions
797 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
798 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
799 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
800 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
801
802 // Tables
803 // - Full-featured replacement for old Columns API.
804 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
805 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
806 // The typical call flow is:
807 // - 1. Call BeginTable(), early out if returning false.
808 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
809 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
810 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
811 // - 5. Populate contents:
812 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
813 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
814 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
815 // TableNextColumn() will automatically wrap-around into the next row if needed.
816 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
817 // - Summary of possible call flow:
818 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
819 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
820 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
821 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
822 // - 5. Call EndTable()
823 IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
824 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
825 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
826 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
827 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
828
829 // Tables: Headers & Columns declaration
830 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
831 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
832 // Headers are required to perform: reordering, sorting, and opening the context menu.
833 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
834 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
835 // some advanced use cases (e.g. adding custom widgets in header row).
836 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
837 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
838 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
839 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
840 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
841 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
842
843 // Tables: Sorting & Miscellaneous functions
844 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
845 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
846 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
847 // else you may wastefully sort your data every frame!
848 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
849 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
850 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
851 IMGUI_API int TableGetColumnIndex(); // return current column index.
852 IMGUI_API int TableGetRowIndex(); // return current row index.
853 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
854 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
855 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
856 IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
857 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
858
859 // Legacy Columns API (prefer using Tables!)
860 // - You can also use SameLine(pos_x) to mimic simplified columns.
861 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
862 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
863 IMGUI_API int GetColumnIndex(); // get current column index
864 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
865 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
866 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
867 IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
868 IMGUI_API int GetColumnsCount();
869
870 // Tab Bars, Tabs
871 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
872 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
873 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
874 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
875 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
876 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
877 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
878
879 // Docking
880 // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
881 // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
882 // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
883 // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
884 // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
885 // About dockspaces:
886 // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
887 // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
888 // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
889 // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
890 // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
891 // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
892 IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
893 IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
894 IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
895 IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
896 IMGUI_API ImGuiID GetWindowDockID();
897 IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
898
899 // Logging/Capture
900 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
901 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
902 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
903 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
904 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
905 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
906 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
907 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
908
909 // Drag and Drop
910 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
911 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
912 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
913 // - An item can be both drag source and drop target.
914 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
915 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
916 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
917 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
918 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
919 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
920 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
921
922 // Disabling [BETA API]
923 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
924 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
925 // - Tooltips windows by exception are opted out of disabling.
926 // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
927 IMGUI_API void BeginDisabled(bool disabled = true);
928 IMGUI_API void EndDisabled();
929
930 // Clipping
931 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
932 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
933 IMGUI_API void PopClipRect();
934
935 // Focus, Activation
936 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
937 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
938
939 // Keyboard/Gamepad Navigation
940 IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
941
942 // Overlapping mode
943 IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
944
945 // Item/Widgets Utilities and Query Functions
946 // - Most of the functions are referring to the previous Item that has been submitted.
947 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
948 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
949 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
950 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
951 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
952 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
953 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
954 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
955 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
956 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
957 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
958 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
959 IMGUI_API bool IsAnyItemActive(); // is any item active?
960 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
961 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
962 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
963 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
964 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
965
966 // Viewports
967 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
968 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
969 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
970 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
971
972 // Background/Foreground Draw Lists
973 IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
974 IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
975
976 // Miscellaneous Utilities
977 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
978 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
979 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
980 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
981 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
982 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
983 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
984 IMGUI_API ImGuiStorage* GetStateStorage();
985
986 // Text Utilities
987 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
988
989 // Color Utilities
990 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
991 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
992 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
993 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
994
995 // Inputs Utilities: Keyboard/Mouse/Gamepad
996 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
997 // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
998 // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
999 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1000 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
1001 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1002 IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
1003 IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
1004 IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1005 IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
1006
1007 // Inputs Utilities: Shortcut Testing & Routing [BETA]
1008 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1009 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
1010 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
1011 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1012 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1013 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1014 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1015 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1016 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1017 // This is an important property as it facilitate working with foreign code or larger codebase.
1018 // - To understand the difference:
1019 // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1020 // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
1021 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1022 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1023 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1024
1025 // Inputs Utilities: Key/Input Ownership [BETA]
1026 // - One common use case would be to allow your items to disable standard inputs behaviors such
1027 // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1028 // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1029 // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1030 // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1031 IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1032
1033 // Inputs Utilities: Mouse
1034 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1035 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1036 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1037 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1038 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1039 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1040 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1041 IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1042 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1043 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1044 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1045 IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1046 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1047 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1048 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1049 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1050 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1051 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1052 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1053 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1054
1055 // Clipboard Utilities
1056 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1057 IMGUI_API const char* GetClipboardText();
1058 IMGUI_API void SetClipboardText(const char* text);
1059
1060 // Settings/.Ini Utilities
1061 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1062 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1063 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1064 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1065 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
1066 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1067 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
1068
1069 // Debug Utilities
1070 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1071 IMGUI_API void DebugTextEncoding(const char* text);
1072 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1073 IMGUI_API void DebugStartItemPicker();
1074 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1075#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1076 IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1077 IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1078#endif
1079
1080 // Memory Allocators
1081 // - Those functions are not reliant on the current context.
1082 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1083 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1084 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1085 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1086 IMGUI_API void* MemAlloc(size_t size);
1087 IMGUI_API void MemFree(void* ptr);
1088
1089 // (Optional) Platform/OS interface for multi-viewport support
1090 // Read comments around the ImGuiPlatformIO structure for more details.
1091 // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1092 IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
1093 IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
1094 IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
1095 IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
1096 IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
1097
1098} // namespace ImGui
1099
1100//-----------------------------------------------------------------------------
1101// [SECTION] Flags & Enumerations
1102//-----------------------------------------------------------------------------
1103
1104// Flags for ImGui::Begin()
1105// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1106enum ImGuiWindowFlags_
1107{
1108 ImGuiWindowFlags_None = 0,
1109 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1110 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1111 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1112 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1113 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
1114 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1115 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1116 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1117 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1118 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1119 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1120 ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
1121 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1122 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1123 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1124 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1125 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1126 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1127 ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1128 ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1129 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1130 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1131 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1132
1133 // [Internal]
1134 ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame()
1135 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1136 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1137 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1138 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1139 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1140
1141 // Obsolete names
1142#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1143 ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1144 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1145#endif
1146};
1147
1148// Flags for ImGui::BeginChild()
1149// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1150// About using AutoResizeX/AutoResizeY flags:
1151// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1152// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1153// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1154// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1155// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1156// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1157enum ImGuiChildFlags_
1158{
1159 ImGuiChildFlags_None = 0,
1160 ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1161 ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1162 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1163 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1164 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1165 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1166 ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1167 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1168 ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1169
1170 // Obsolete names
1171#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1172 ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1173#endif
1174};
1175
1176// Flags for ImGui::PushItemFlag()
1177// (Those are shared by all items)
1178enum ImGuiItemFlags_
1179{
1180 ImGuiItemFlags_None = 0, // (Default)
1181 ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1182 ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1183 ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1184 ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1185 ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1186 ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1187};
1188
1189// Flags for ImGui::InputText()
1190// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1191enum ImGuiInputTextFlags_
1192{
1193 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1194 ImGuiInputTextFlags_None = 0,
1195 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1196 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1197 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1198 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1199 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1200
1201 // Inputs
1202 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1203 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1204 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1205 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1206
1207 // Other options
1208 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1209 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1210 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1211 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1212 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1213 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1214 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1215 ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
1216
1217 // Elide display / Alignment
1218 ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1219
1220 // Callback features
1221 ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1222 ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1223 ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1224 ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1225 ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1226 ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1227
1228 // Obsolete names
1229 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1230};
1231
1232// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1233enum ImGuiTreeNodeFlags_
1234{
1235 ImGuiTreeNodeFlags_None = 0,
1236 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1237 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1238 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1239 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1240 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1241 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1242 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1243 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1244 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1245 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1246 ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
1247 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1248 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1249 ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1250 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1251 ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1252 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1253 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1254 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1255
1256#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1257 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1258 ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7
1259#endif
1260};
1261
1262// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1263// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1264// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1265// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1266// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1267// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1268// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1269// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1270enum ImGuiPopupFlags_
1271{
1272 ImGuiPopupFlags_None = 0,
1273 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1274 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1275 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1276 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1277 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1278 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1279 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1280 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1281 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1282 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1283 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1284 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1285};
1286
1287// Flags for ImGui::Selectable()
1288enum ImGuiSelectableFlags_
1289{
1290 ImGuiSelectableFlags_None = 0,
1291 ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1292 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1293 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1294 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1295 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1296 ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1297
1298#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1299 ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1300 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1301#endif
1302};
1303
1304// Flags for ImGui::BeginCombo()
1305enum ImGuiComboFlags_
1306{
1307 ImGuiComboFlags_None = 0,
1308 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1309 ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1310 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1311 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1312 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1313 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1314 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1315 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1316 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1317};
1318
1319// Flags for ImGui::BeginTabBar()
1320enum ImGuiTabBarFlags_
1321{
1322 ImGuiTabBarFlags_None = 0,
1323 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1324 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1325 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1326 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1327 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1328 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1329 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1330 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1331 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1332 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1333 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1334};
1335
1336// Flags for ImGui::BeginTabItem()
1337enum ImGuiTabItemFlags_
1338{
1339 ImGuiTabItemFlags_None = 0,
1340 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1341 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1342 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1343 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1344 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1345 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1346 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1347 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1348 ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1349};
1350
1351// Flags for ImGui::IsWindowFocused()
1352enum ImGuiFocusedFlags_
1353{
1354 ImGuiFocusedFlags_None = 0,
1355 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1356 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1357 ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1358 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1359 ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1360 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1361};
1362
1363// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1364// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1365// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1366enum ImGuiHoveredFlags_
1367{
1368 ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
1369 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1370 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1371 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1372 ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1373 ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1374 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1375 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1376 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1377 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1378 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1379 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1380 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1381 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1382 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1383 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1384
1385 // Tooltips mode
1386 // - typically used in IsItemHovered() + SetTooltip() sequence.
1387 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1388 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1389 // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1390 // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1391 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1392
1393 // (Advanced) Mouse Hovering delays.
1394 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1395 // - use those if you need specific overrides.
1396 ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1397 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1398 ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1399 ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1400 ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1401};
1402
1403// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1404// (Some flags can be applied to individual nodes directly)
1405// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1406enum ImGuiDockNodeFlags_
1407{
1408 ImGuiDockNodeFlags_None = 0,
1409 ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1410 //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1411 ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1412 ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
1413 ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1414 ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1415 ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1416 ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1417
1418#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1419 ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1420 ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1421#endif
1422};
1423
1424// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1425enum ImGuiDragDropFlags_
1426{
1427 ImGuiDragDropFlags_None = 0,
1428 // BeginDragDropSource() flags
1429 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1430 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1431 ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1432 ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1433 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1434 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1435 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1436 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1437 // AcceptDragDropPayload() flags
1438 ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1439 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1440 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1441 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1442
1443#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1444 ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1445#endif
1446};
1447
1448// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1449#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1450#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1451
1452// A primary data type
1453enum ImGuiDataType_
1454{
1455 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1456 ImGuiDataType_U8, // unsigned char
1457 ImGuiDataType_S16, // short
1458 ImGuiDataType_U16, // unsigned short
1459 ImGuiDataType_S32, // int
1460 ImGuiDataType_U32, // unsigned int
1461 ImGuiDataType_S64, // long long / __int64
1462 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1463 ImGuiDataType_Float, // float
1464 ImGuiDataType_Double, // double
1465 ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1466 ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1467 ImGuiDataType_COUNT
1468};
1469
1470// A cardinal direction
1471enum ImGuiDir : int
1472{
1473 ImGuiDir_None = -1,
1474 ImGuiDir_Left = 0,
1475 ImGuiDir_Right = 1,
1476 ImGuiDir_Up = 2,
1477 ImGuiDir_Down = 3,
1478 ImGuiDir_COUNT
1479};
1480
1481// A sorting direction
1482enum ImGuiSortDirection : ImU8
1483{
1484 ImGuiSortDirection_None = 0,
1485 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1486 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1487};
1488
1489// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1490// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1491// Support for legacy keys was completely removed in 1.91.5.
1492// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1493// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1494// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1495enum ImGuiKey : int
1496{
1497 // Keyboard
1498 ImGuiKey_None = 0,
1499 ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1500
1501 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1502 ImGuiKey_LeftArrow,
1503 ImGuiKey_RightArrow,
1504 ImGuiKey_UpArrow,
1505 ImGuiKey_DownArrow,
1506 ImGuiKey_PageUp,
1507 ImGuiKey_PageDown,
1508 ImGuiKey_Home,
1509 ImGuiKey_End,
1510 ImGuiKey_Insert,
1511 ImGuiKey_Delete,
1512 ImGuiKey_Backspace,
1513 ImGuiKey_Space,
1514 ImGuiKey_Enter,
1515 ImGuiKey_Escape,
1516 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1517 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1518 ImGuiKey_Menu,
1519 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1520 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1521 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1522 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1523 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1524 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1525 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1526 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1527 ImGuiKey_Apostrophe, // '
1528 ImGuiKey_Comma, // ,
1529 ImGuiKey_Minus, // -
1530 ImGuiKey_Period, // .
1531 ImGuiKey_Slash, // /
1532 ImGuiKey_Semicolon, // ;
1533 ImGuiKey_Equal, // =
1534 ImGuiKey_LeftBracket, // [
1535 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1536 ImGuiKey_RightBracket, // ]
1537 ImGuiKey_GraveAccent, // `
1538 ImGuiKey_CapsLock,
1539 ImGuiKey_ScrollLock,
1540 ImGuiKey_NumLock,
1541 ImGuiKey_PrintScreen,
1542 ImGuiKey_Pause,
1543 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1544 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1545 ImGuiKey_KeypadDecimal,
1546 ImGuiKey_KeypadDivide,
1547 ImGuiKey_KeypadMultiply,
1548 ImGuiKey_KeypadSubtract,
1549 ImGuiKey_KeypadAdd,
1550 ImGuiKey_KeypadEnter,
1551 ImGuiKey_KeypadEqual,
1552 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1553 ImGuiKey_AppForward,
1554 ImGuiKey_Oem102, // Non-US backslash.
1555
1556 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1557 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1558 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1559 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1560 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1561 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1562 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1563 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1564 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1565 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1566 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1567 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1568 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1569 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1570 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1571 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1572 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1573 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1574 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1575 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1576 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1577 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1578 ImGuiKey_GamepadRStickLeft, // [Analog]
1579 ImGuiKey_GamepadRStickRight, // [Analog]
1580 ImGuiKey_GamepadRStickUp, // [Analog]
1581 ImGuiKey_GamepadRStickDown, // [Analog]
1582
1583 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1584 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1585 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1586
1587 // [Internal] Reserved for mod storage
1588 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1589 ImGuiKey_NamedKey_END,
1590
1591 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1592 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1593 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1594 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1595 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1596 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1597 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1598 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1599 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1600 ImGuiMod_None = 0,
1601 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1602 ImGuiMod_Shift = 1 << 13, // Shift
1603 ImGuiMod_Alt = 1 << 14, // Option/Menu
1604 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1605 ImGuiMod_Mask_ = 0xF000, // 4-bits
1606
1607 // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1608 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1609 //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1610 //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
1611
1612#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1613 ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
1614 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1615 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1616 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1617#endif
1618};
1619
1620// Flags for Shortcut(), SetNextItemShortcut(),
1621// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1622// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1623enum ImGuiInputFlags_
1624{
1625 ImGuiInputFlags_None = 0,
1626 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1627
1628 // Flags for Shortcut(), SetNextItemShortcut()
1629 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1630 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1631 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1632 ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1633 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1634 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1635 // - Routing options
1636 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1637 ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1638 ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1639 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1640
1641 // Flags for SetNextItemShortcut()
1642 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1643};
1644
1645// Configuration flags stored in io.ConfigFlags. Set by user/application.
1646enum ImGuiConfigFlags_
1647{
1648 ImGuiConfigFlags_None = 0,
1649 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1650 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1651 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1652 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1653 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1654
1655 // [BETA] Docking
1656 ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
1657
1658 // [BETA] Viewports
1659 // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
1660 ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1661 ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
1662 ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
1663
1664 // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1665 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1666 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1667
1668#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1669 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1670 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1671#endif
1672};
1673
1674// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1675enum ImGuiBackendFlags_
1676{
1677 ImGuiBackendFlags_None = 0,
1678 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1679 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1680 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1681 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1682
1683 // [BETA] Viewports
1684 ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
1685 ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
1686 ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
1687};
1688
1689// Enumeration for PushStyleColor() / PopStyleColor()
1690enum ImGuiCol_
1691{
1692 ImGuiCol_Text,
1693 ImGuiCol_TextDisabled,
1694 ImGuiCol_WindowBg, // Background of normal windows
1695 ImGuiCol_ChildBg, // Background of child windows
1696 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1697 ImGuiCol_Border,
1698 ImGuiCol_BorderShadow,
1699 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1700 ImGuiCol_FrameBgHovered,
1701 ImGuiCol_FrameBgActive,
1702 ImGuiCol_TitleBg, // Title bar
1703 ImGuiCol_TitleBgActive, // Title bar when focused
1704 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1705 ImGuiCol_MenuBarBg,
1706 ImGuiCol_ScrollbarBg,
1707 ImGuiCol_ScrollbarGrab,
1708 ImGuiCol_ScrollbarGrabHovered,
1709 ImGuiCol_ScrollbarGrabActive,
1710 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1711 ImGuiCol_SliderGrab,
1712 ImGuiCol_SliderGrabActive,
1713 ImGuiCol_Button,
1714 ImGuiCol_ButtonHovered,
1715 ImGuiCol_ButtonActive,
1716 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1717 ImGuiCol_HeaderHovered,
1718 ImGuiCol_HeaderActive,
1719 ImGuiCol_Separator,
1720 ImGuiCol_SeparatorHovered,
1721 ImGuiCol_SeparatorActive,
1722 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1723 ImGuiCol_ResizeGripHovered,
1724 ImGuiCol_ResizeGripActive,
1725 ImGuiCol_TabHovered, // Tab background, when hovered
1726 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1727 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1728 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1729 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1730 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1731 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1732 ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1733 ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1734 ImGuiCol_PlotLines,
1735 ImGuiCol_PlotLinesHovered,
1736 ImGuiCol_PlotHistogram,
1737 ImGuiCol_PlotHistogramHovered,
1738 ImGuiCol_TableHeaderBg, // Table header background
1739 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1740 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1741 ImGuiCol_TableRowBg, // Table row background (even rows)
1742 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1743 ImGuiCol_TextLink, // Hyperlink color
1744 ImGuiCol_TextSelectedBg,
1745 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1746 ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1747 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1748 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1749 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1750 ImGuiCol_COUNT,
1751
1752#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1753 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1754 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1755 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1756 ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1757#endif
1758};
1759
1760// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1761// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1762// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1763// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1764// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1765// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1766// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1767// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1768enum ImGuiStyleVar_
1769{
1770 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1771 ImGuiStyleVar_Alpha, // float Alpha
1772 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1773 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1774 ImGuiStyleVar_WindowRounding, // float WindowRounding
1775 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1776 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1777 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1778 ImGuiStyleVar_ChildRounding, // float ChildRounding
1779 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1780 ImGuiStyleVar_PopupRounding, // float PopupRounding
1781 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1782 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1783 ImGuiStyleVar_FrameRounding, // float FrameRounding
1784 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1785 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1786 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1787 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1788 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1789 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1790 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1791 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1792 ImGuiStyleVar_GrabRounding, // float GrabRounding
1793 ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1794 ImGuiStyleVar_TabRounding, // float TabRounding
1795 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1796 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1797 ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1798 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1799 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1800 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1801 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1802 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1803 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1804 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1805 ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
1806 ImGuiStyleVar_COUNT
1807};
1808
1809// Flags for InvisibleButton() [extended in imgui_internal.h]
1810enum ImGuiButtonFlags_
1811{
1812 ImGuiButtonFlags_None = 0,
1813 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1814 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1815 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1816 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1817 ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1818};
1819
1820// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1821enum ImGuiColorEditFlags_
1822{
1823 ImGuiColorEditFlags_None = 0,
1824 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1825 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1826 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1827 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1828 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1829 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1830 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1831 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1832 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1833 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1834
1835 // Alpha preview
1836 // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1837 // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1838 // - The new flags may be combined better and allow finer controls.
1839 ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
1840 ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1841 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1842
1843 // User Options (right-click on widget to change some of them).
1844 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1845 ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1846 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1847 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1848 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1849 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1850 ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1851 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1852 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1853 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1854 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1855
1856 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1857 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1858 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1859
1860 // [Internal] Masks
1861 ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
1862 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1863 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1864 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1865 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1866
1867 // Obsolete names
1868#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1869 ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
1870#endif
1871 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1872};
1873
1874// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1875// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1876// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1877enum ImGuiSliderFlags_
1878{
1879 ImGuiSliderFlags_None = 0,
1880 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1881 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1882 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1883 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1884 ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1885 ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1886 ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
1887 ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1888 ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1889};
1890
1891// Identify a mouse button.
1892// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1893enum ImGuiMouseButton_
1894{
1895 ImGuiMouseButton_Left = 0,
1896 ImGuiMouseButton_Right = 1,
1897 ImGuiMouseButton_Middle = 2,
1898 ImGuiMouseButton_COUNT = 5
1899};
1900
1901// Enumeration for GetMouseCursor()
1902// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1903enum ImGuiMouseCursor_
1904{
1905 ImGuiMouseCursor_None = -1,
1906 ImGuiMouseCursor_Arrow = 0,
1907 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1908 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1909 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1910 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1911 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1912 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1913 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1914 ImGuiMouseCursor_Wait, // When waiting for something to process/load.
1915 ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
1916 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1917 ImGuiMouseCursor_COUNT
1918};
1919
1920// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1921// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1922// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1923// You can submit a change of pointer type using io.AddMouseSourceEvent().
1924enum ImGuiMouseSource : int
1925{
1926 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1927 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1928 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1929 ImGuiMouseSource_COUNT
1930};
1931
1932// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1933// Represent a condition.
1934// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1935enum ImGuiCond_
1936{
1937 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1938 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1939 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1940 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1941 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1942};
1943
1944//-----------------------------------------------------------------------------
1945// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1946//-----------------------------------------------------------------------------
1947
1948// Flags for ImGui::BeginTable()
1949// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1950// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1951// - The DEFAULT sizing policies are:
1952// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1953// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1954// - When ScrollX is off:
1955// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1956// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1957// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1958// - Stretch Columns will share the remaining width according to their respective weight.
1959// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1960// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1961// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1962// - When ScrollX is on:
1963// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1964// - Columns sizing policy allowed: Fixed/Auto mostly.
1965// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1966// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1967// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1968// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1969// - Read on documentation at the top of imgui_tables.cpp for details.
1970enum ImGuiTableFlags_
1971{
1972 // Features
1973 ImGuiTableFlags_None = 0,
1974 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1975 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1976 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1977 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1978 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1979 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1980 // Decorations
1981 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1982 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1983 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1984 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1985 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1986 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1987 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1988 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1989 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1990 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1991 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1992 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1993 // Sizing Policy (read above for defaults)
1994 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1995 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1996 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1997 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1998 // Sizing Extra Options
1999 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
2000 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
2001 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
2002 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
2003 // Clipping
2004 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
2005 // Padding
2006 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2007 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2008 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2009 // Scrolling
2010 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
2011 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2012 // Sorting
2013 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2014 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2015 // Miscellaneous
2016 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2017
2018 // [Internal] Combinations and masks
2019 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2020};
2021
2022// Flags for ImGui::TableSetupColumn()
2023enum ImGuiTableColumnFlags_
2024{
2025 // Input configuration flags
2026 ImGuiTableColumnFlags_None = 0,
2027 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2028 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2029 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2030 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2031 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2032 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2033 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2034 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2035 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2036 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2037 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2038 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2039 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2040 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2041 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2042 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2043 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2044 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2045 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2046
2047 // Output status flags, read-only via TableGetColumnFlags()
2048 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2049 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2050 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2051 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2052
2053 // [Internal] Combinations and masks
2054 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2055 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2056 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2057 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2058};
2059
2060// Flags for ImGui::TableNextRow()
2061enum ImGuiTableRowFlags_
2062{
2063 ImGuiTableRowFlags_None = 0,
2064 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2065};
2066
2067// Enum for ImGui::TableSetBgColor()
2068// Background colors are rendering in 3 layers:
2069// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2070// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2071// - Layer 2: draw with CellBg color if set.
2072// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
2073// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2074// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2075// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2076enum ImGuiTableBgTarget_
2077{
2078 ImGuiTableBgTarget_None = 0,
2079 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2080 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2081 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2082};
2083
2084// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2085// Obtained by calling TableGetSortSpecs().
2086// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2087// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2088struct ImGuiTableSortSpecs
2089{
2090 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2091 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2092 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2093
2094 ImGuiTableSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2095};
2096
2097// Sorting specification for one column of a table (sizeof == 12 bytes)
2098struct ImGuiTableColumnSortSpecs
2099{
2100 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2101 ImS16 ColumnIndex; // Index of the column
2102 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2103 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2104
2105 ImGuiTableColumnSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2106};
2107
2108//-----------------------------------------------------------------------------
2109// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2110//-----------------------------------------------------------------------------
2111
2112//-----------------------------------------------------------------------------
2113// Debug Logging into ShowDebugLogWindow(), tty and more.
2114//-----------------------------------------------------------------------------
2115
2116#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2117#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2118#else
2119#define IMGUI_DEBUG_LOG(...) ((void)0)
2120#endif
2121
2122//-----------------------------------------------------------------------------
2123// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2124// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2125// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
2126//-----------------------------------------------------------------------------
2127
2128struct ImNewWrapper {};
2129inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2130inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2131#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2132#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2133#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2134#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2135template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
2136
2137//-----------------------------------------------------------------------------
2138// ImVector<>
2139// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
2140//-----------------------------------------------------------------------------
2141// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2142// - We use std-like naming convention here, which is a little unusual for this codebase.
2143// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
2144// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2145// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
2146//-----------------------------------------------------------------------------
2147
2148IM_MSVC_RUNTIME_CHECKS_OFF
2149template<typename T>
2150struct ImVector
2151{
2152 int Size;
2153 int Capacity;
2154 T* Data;
2155
2156 // Provide standard typedefs but we don't use them ourselves.
2157 typedef T value_type;
2158 typedef value_type* iterator;
2159 typedef const value_type* const_iterator;
2160
2161 // Constructors, destructor
2162 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2163 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2164 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2165 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2166
2167 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2168 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2169 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2170
2171 inline bool empty() const { return Size == 0; }
2172 inline int size() const { return Size; }
2173 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2174 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2175 inline int capacity() const { return Capacity; }
2176 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2177 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2178
2179 inline T* begin() { return Data; }
2180 inline const T* begin() const { return Data; }
2181 inline T* end() { return Data + Size; }
2182 inline const T* end() const { return Data + Size; }
2183 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2184 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2185 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2186 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2187 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2188
2189 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2190 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
2191 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2192 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2193 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2194 inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2195
2196 // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
2197 inline void push_back(const T& v) { if (Size == Capacity) reserve(new_capacity: _grow_capacity(sz: Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2198 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2199 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
2200 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2201 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2202 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2203 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(new_capacity: _grow_capacity(sz: Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2204 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2205 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2206 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2207 inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2208 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2209 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2210 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2211};
2212IM_MSVC_RUNTIME_CHECKS_RESTORE
2213
2214//-----------------------------------------------------------------------------
2215// [SECTION] ImGuiStyle
2216//-----------------------------------------------------------------------------
2217// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2218// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2219// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2220//-----------------------------------------------------------------------------
2221
2222struct ImGuiStyle
2223{
2224 float Alpha; // Global alpha applies to everything in Dear ImGui.
2225 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2226 ImVec2 WindowPadding; // Padding within a window.
2227 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2228 float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2229 float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2230 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2231 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2232 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2233 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2234 float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2235 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2236 float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2237 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2238 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2239 float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2240 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2241 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2242 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2243 ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
2244 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2245 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2246 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2247 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2248 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2249 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2250 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2251 float ImageBorderSize; // Thickness of border around Image() calls.
2252 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2253 float TabBorderSize; // Thickness of border around tabs.
2254 float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
2255 float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2256 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2257 float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2258 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2259 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2260 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2261 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2262 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2263 float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2264 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2265 ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2266 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2267 ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2268 float DockingSeparatorSize; // Thickness of resizing border between docked windows
2269 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2270 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2271 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2272 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2273 float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
2274 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2275
2276 // Colors
2277 ImVec4 Colors[ImGuiCol_COUNT];
2278
2279 // Behaviors
2280 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2281 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2282 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2283 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2284 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2285 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2286
2287 IMGUI_API ImGuiStyle();
2288 IMGUI_API void ScaleAllSizes(float scale_factor);
2289
2290 // Obsolete names
2291#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2292 // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2293#endif
2294};
2295
2296//-----------------------------------------------------------------------------
2297// [SECTION] ImGuiIO
2298//-----------------------------------------------------------------------------
2299// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2300// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2301// It is generally expected that:
2302// - initialization: backends and user code writes to ImGuiIO.
2303// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2304//-----------------------------------------------------------------------------
2305// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2306//-----------------------------------------------------------------------------
2307
2308// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2309// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2310struct ImGuiKeyData
2311{
2312 bool Down; // True for if key is down
2313 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2314 float DownDurationPrev; // Last frame duration the key has been down
2315 float AnalogValue; // 0.0f..1.0f for gamepad values
2316};
2317
2318struct ImGuiIO
2319{
2320 //------------------------------------------------------------------
2321 // Configuration // Default value
2322 //------------------------------------------------------------------
2323
2324 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2325 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2326 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2327 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2328 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2329 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2330 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2331 void* UserData; // = NULL // Store your own data.
2332
2333 // Font system
2334 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2335 float FontGlobalScale; // = 1.0f // Global scale all fonts
2336 bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2337 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2338 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
2339
2340 // Keyboard/Gamepad Navigation options
2341 bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2342 bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2343 bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2344 bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2345 bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2346 bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2347 bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2348
2349 // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2350 bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2351 bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2352 bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
2353 bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
2354
2355 // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2356 bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
2357 bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
2358 bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
2359 bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
2360
2361 // Miscellaneous options
2362 // (you can visualize and interact with all options in 'Demo->Configuration')
2363 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2364 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2365 bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2366 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2367 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2368 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2369 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2370 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2371 bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2372 bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2373 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2374
2375 // Inputs Behaviors
2376 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2377 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2378 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2379 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2380 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2381 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2382
2383 //------------------------------------------------------------------
2384 // Debug options
2385 //------------------------------------------------------------------
2386
2387 // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2388 // - Error recovery is provided as a way to facilitate:
2389 // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2390 // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2391 // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2392 // You not are not supposed to rely on it in the course of a normal application run.
2393 // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2394 // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2395 // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2396 // Otherwise it would severely hinder your ability to catch and correct mistakes!
2397 // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2398 // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2399 // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2400 // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2401 bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2402 bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2403 bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2404 bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2405
2406 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2407 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2408 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2409 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2410 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2411
2412 // Tools to detect code submitting items with conflicting/duplicate IDs
2413 // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2414 // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2415 // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2416 bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2417 bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2418
2419 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2420 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2421 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2422 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2423 bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2424 bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2425
2426 // Option to deactivate io.AddFocusEvent(false) handling.
2427 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2428 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2429 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2430
2431 // Option to audit .ini data
2432 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2433
2434 //------------------------------------------------------------------
2435 // Platform Identifiers
2436 // (the imgui_impl_xxxx backend files are setting those up for you)
2437 //------------------------------------------------------------------
2438
2439 // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2440 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2441 const char* BackendPlatformName; // = NULL
2442 const char* BackendRendererName; // = NULL
2443 void* BackendPlatformUserData; // = NULL // User data for platform backend
2444 void* BackendRendererUserData; // = NULL // User data for renderer backend
2445 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2446
2447 //------------------------------------------------------------------
2448 // Input - Call before calling NewFrame()
2449 //------------------------------------------------------------------
2450
2451 // Input Functions
2452 IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2453 IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2454 IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2455 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2456 IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2457 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2458 IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2459 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2460 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2461 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2462 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2463
2464 IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2465 IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2466 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2467 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2468 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2469#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2470 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2471#endif
2472
2473 //------------------------------------------------------------------
2474 // Output - Updated by NewFrame() or EndFrame()/Render()
2475 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2476 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2477 //------------------------------------------------------------------
2478
2479 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2480 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2481 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2482 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2483 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2484 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2485 bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2486 float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2487 int MetricsRenderVertices; // Vertices output during last call to Render()
2488 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2489 int MetricsRenderWindows; // Number of visible windows
2490 int MetricsActiveWindows; // Number of active windows
2491 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2492
2493 //------------------------------------------------------------------
2494 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2495 //------------------------------------------------------------------
2496
2497 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2498
2499 // Main Input State
2500 // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2501 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2502 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2503 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2504 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2505 float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2506 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2507 ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
2508 bool KeyCtrl; // Keyboard modifier down: Control
2509 bool KeyShift; // Keyboard modifier down: Shift
2510 bool KeyAlt; // Keyboard modifier down: Alt
2511 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2512
2513 // Other state maintained from data above + IO function calls
2514 ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2515 ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
2516 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2517 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2518 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2519 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2520 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2521 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2522 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2523 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2524 bool MouseReleased[5]; // Mouse button went from Down to !Down
2525 double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2526 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2527 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2528 bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2529 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
2530 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2531 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2532 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2533 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2534 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2535 bool AppFocusLost; // Only modify via AddFocusEvent()
2536 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2537 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2538 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2539
2540 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2541 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2542 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2543 // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2544 // Read https://github.com/ocornut/imgui/issues/4921 for details.
2545 //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2546 //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2547 //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2548 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2549
2550 // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2551 // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2552#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2553 const char* (*GetClipboardTextFn)(void* user_data);
2554 void (*SetClipboardTextFn)(void* user_data, const char* text);
2555 void* ClipboardUserData;
2556#endif
2557
2558 IMGUI_API ImGuiIO();
2559};
2560
2561//-----------------------------------------------------------------------------
2562// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2563//-----------------------------------------------------------------------------
2564
2565// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2566// The callback function should return 0 by default.
2567// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2568// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2569// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2570// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2571// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2572// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2573// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2574struct ImGuiInputTextCallbackData
2575{
2576 ImGuiContext* Ctx; // Parent UI context
2577 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2578 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2579 void* UserData; // What user passed to InputText() // Read-only
2580
2581 // Arguments for the different callback events
2582 // - During Resize callback, Buf will be same as your input buffer.
2583 // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2584 // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
2585 // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
2586 ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2587 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2588 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2589 int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2590 int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2591 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2592 int CursorPos; // // Read-write // [Completion,History,Always]
2593 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2594 int SelectionEnd; // // Read-write // [Completion,History,Always]
2595
2596 // Helper functions for text manipulation.
2597 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2598 IMGUI_API ImGuiInputTextCallbackData();
2599 IMGUI_API void DeleteChars(int pos, int bytes_count);
2600 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2601 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2602 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2603 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2604};
2605
2606// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2607// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2608struct ImGuiSizeCallbackData
2609{
2610 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2611 ImVec2 Pos; // Read-only. Window position, for reference.
2612 ImVec2 CurrentSize; // Read-only. Current window size.
2613 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2614};
2615
2616// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2617// Important: the content of this class is still highly WIP and likely to change and be refactored
2618// before we stabilize Docking features. Please be mindful if using this.
2619// Provide hints:
2620// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2621// - To the platform backend for OS level parent/child relationships of viewport.
2622// - To the docking system for various options and filtering.
2623struct ImGuiWindowClass
2624{
2625 ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2626 ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
2627 ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
2628 ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2629 ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2630 ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
2631 ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
2632 bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
2633 bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
2634
2635 ImGuiWindowClass() { memset(s: this, c: 0, n: sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2636};
2637
2638// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2639struct ImGuiPayload
2640{
2641 // Members
2642 void* Data; // Data (copied and owned by dear imgui)
2643 int DataSize; // Data size
2644
2645 // [Internal]
2646 ImGuiID SourceId; // Source item id
2647 ImGuiID SourceParentId; // Source parent id (if available)
2648 int DataFrameCount; // Data timestamp
2649 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2650 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2651 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2652
2653 ImGuiPayload() { Clear(); }
2654 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2655 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
2656 bool IsPreview() const { return Preview; }
2657 bool IsDelivery() const { return Delivery; }
2658};
2659
2660//-----------------------------------------------------------------------------
2661// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2662//-----------------------------------------------------------------------------
2663
2664// Helper: Unicode defines
2665#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2666#ifdef IMGUI_USE_WCHAR32
2667#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2668#else
2669#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2670#endif
2671
2672// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2673// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2674struct ImGuiOnceUponAFrame
2675{
2676 ImGuiOnceUponAFrame() { RefFrame = -1; }
2677 mutable int RefFrame;
2678 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2679};
2680
2681// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2682struct ImGuiTextFilter
2683{
2684 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2685 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2686 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2687 IMGUI_API void Build();
2688 void Clear() { InputBuf[0] = 0; Build(); }
2689 bool IsActive() const { return !Filters.empty(); }
2690
2691 // [Internal]
2692 struct ImGuiTextRange
2693 {
2694 const char* b;
2695 const char* e;
2696
2697 ImGuiTextRange() { b = e = NULL; }
2698 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2699 bool empty() const { return b == e; }
2700 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2701 };
2702 char InputBuf[256];
2703 ImVector<ImGuiTextRange>Filters;
2704 int CountGrep;
2705};
2706
2707// Helper: Growable text buffer for logging/accumulating text
2708// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2709struct ImGuiTextBuffer
2710{
2711 ImVector<char> Buf;
2712 IMGUI_API static char EmptyString[1];
2713
2714 ImGuiTextBuffer() { }
2715 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2716 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2717 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2718 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2719 bool empty() const { return Buf.Size <= 1; }
2720 void clear() { Buf.clear(); }
2721 void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(new_size: size ? size + 1 : 0, v: 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2722 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
2723 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2724 IMGUI_API void append(const char* str, const char* str_end = NULL);
2725 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2726 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2727};
2728
2729// [Internal] Key+Value for ImGuiStorage
2730struct ImGuiStoragePair
2731{
2732 ImGuiID key;
2733 union { int val_i; float val_f; void* val_p; };
2734 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2735 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2736 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2737};
2738
2739// Helper: Key->Value storage
2740// Typically you don't have to worry about this since a storage is held within each Window.
2741// We use it to e.g. store collapse state for a tree (Int 0/1)
2742// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2743// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2744// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
2745// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2746// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2747struct ImGuiStorage
2748{
2749 // [Internal]
2750 ImVector<ImGuiStoragePair> Data;
2751
2752 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2753 // - Set***() functions find pair, insertion on demand if missing.
2754 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2755 void Clear() { Data.clear(); }
2756 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2757 IMGUI_API void SetInt(ImGuiID key, int val);
2758 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2759 IMGUI_API void SetBool(ImGuiID key, bool val);
2760 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2761 IMGUI_API void SetFloat(ImGuiID key, float val);
2762 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2763 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2764
2765 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2766 // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2767 // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
2768 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2769 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2770 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2771 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2772 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2773
2774 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2775 IMGUI_API void BuildSortByKey();
2776 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2777 IMGUI_API void SetAllInt(int val);
2778
2779#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2780 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2781#endif
2782};
2783
2784// Helper: Manually clip large list of items.
2785// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2786// clipping based on visibility to only submit items that are in view.
2787// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2788// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2789// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2790// scale using lists with tens of thousands of items without a problem)
2791// Usage:
2792// ImGuiListClipper clipper;
2793// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2794// while (clipper.Step())
2795// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2796// ImGui::Text("line number %d", i);
2797// Generally what happens is:
2798// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2799// - User code submit that one element.
2800// - Clipper can measure the height of the first element
2801// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2802// - User code submit visible elements.
2803// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2804struct ImGuiListClipper
2805{
2806 ImGuiContext* Ctx; // Parent UI context
2807 int DisplayStart; // First item to display, updated by each call to Step()
2808 int DisplayEnd; // End of items to display (exclusive)
2809 int ItemsCount; // [Internal] Number of items
2810 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2811 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2812 double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2813 void* TempData; // [Internal] Internal data
2814
2815 // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
2816 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2817 IMGUI_API ImGuiListClipper();
2818 IMGUI_API ~ImGuiListClipper();
2819 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2820 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2821 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2822
2823 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2824 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2825 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_begin: item_index, item_end: item_index + 1); }
2826 IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2827
2828 // Seek cursor toward given item. This is automatically called while stepping.
2829 // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2830 // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2831 IMGUI_API void SeekCursorForItem(int item_index);
2832
2833#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2834 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2835 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2836 //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2837#endif
2838};
2839
2840// Helpers: ImVec2/ImVec4 operators
2841// - It is important that we are keeping those disabled by default so they don't leak in user space.
2842// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2843// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2844// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
2845#ifdef IMGUI_DEFINE_MATH_OPERATORS
2846#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2847IM_MSVC_RUNTIME_CHECKS_OFF
2848static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2849static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2850static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2851static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2852static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2853static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2854static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2855static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2856static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2857static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2858static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2859static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2860static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2861static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2862static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2863static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2864static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2865static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2866static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2867static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2868IM_MSVC_RUNTIME_CHECKS_RESTORE
2869#endif
2870
2871// Helpers macros to generate 32-bit encoded colors
2872// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2873// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
2874#ifndef IM_COL32_R_SHIFT
2875#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2876#define IM_COL32_R_SHIFT 16
2877#define IM_COL32_G_SHIFT 8
2878#define IM_COL32_B_SHIFT 0
2879#define IM_COL32_A_SHIFT 24
2880#define IM_COL32_A_MASK 0xFF000000
2881#else
2882#define IM_COL32_R_SHIFT 0
2883#define IM_COL32_G_SHIFT 8
2884#define IM_COL32_B_SHIFT 16
2885#define IM_COL32_A_SHIFT 24
2886#define IM_COL32_A_MASK 0xFF000000
2887#endif
2888#endif
2889#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
2890#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2891#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2892#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2893
2894// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2895// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2896// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2897// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
2898struct ImColor
2899{
2900 ImVec4 Value;
2901
2902 constexpr ImColor() { }
2903 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2904 constexpr ImColor(const ImVec4& col) : Value(col) {}
2905 constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2906 constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2907 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
2908 inline operator ImVec4() const { return Value; }
2909
2910 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2911 inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, out_r&: Value.x, out_g&: Value.y, out_b&: Value.z); Value.w = a; }
2912 static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, out_r&: r, out_g&: g, out_b&: b); return ImColor(r, g, b, a); }
2913};
2914
2915//-----------------------------------------------------------------------------
2916// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2917//-----------------------------------------------------------------------------
2918
2919// Multi-selection system
2920// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2921// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2922// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2923// with support for clipper (skipping non-visible items), box-select and many other details.
2924// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2925// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2926// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2927// - In the spirit of Dear ImGui design, your code owns actual selection data.
2928// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2929// About ImGuiSelectionBasicStorage:
2930// - This is an optional helper to store a selection state and apply selection requests.
2931// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2932// Usage:
2933// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2934// - Store and maintain actual selection data using persistent object identifiers.
2935// - Usage flow:
2936// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2937// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2938// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2939// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2940// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2941// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2942// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2943// About ImGuiSelectionUserData:
2944// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2945// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2946// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2947// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2948// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2949// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2950// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2951// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2952// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2953// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2954
2955// Flags for BeginMultiSelect()
2956enum ImGuiMultiSelectFlags_
2957{
2958 ImGuiMultiSelectFlags_None = 0,
2959 ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2960 ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
2961 ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2962 ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2963 ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2964 ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
2965 ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2966 ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2967 ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
2968 ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
2969 ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
2970 ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2971 ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2972 ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
2973 ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2974 //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2975 ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2976};
2977
2978// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2979// This mainly contains a list of selection requests.
2980// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2981// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2982// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2983struct ImGuiMultiSelectIO
2984{
2985 //------------------------------------------// BeginMultiSelect / EndMultiSelect
2986 ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2987 ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2988 ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2989 bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2990 bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2991 int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2992};
2993
2994// Selection request type
2995enum ImGuiSelectionRequestType
2996{
2997 ImGuiSelectionRequestType_None = 0,
2998 ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2999 ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
3000};
3001
3002// Selection request item
3003struct ImGuiSelectionRequest
3004{
3005 //------------------------------------------// BeginMultiSelect / EndMultiSelect
3006 ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
3007 bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3008 ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
3009 ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3010 ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3011};
3012
3013// Optional helper to store multi-selection state + apply multi-selection requests.
3014// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3015// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3016// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3017// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3018// To store a multi-selection, in your application you could:
3019// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3020// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3021// In ImGuiSelectionBasicStorage we:
3022// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3023// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3024// - use decently optimized logic to allow queries and insertion of very large selection sets.
3025// - do not preserve selection order.
3026// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3027// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3028// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3029struct ImGuiSelectionBasicStorage
3030{
3031 // Members
3032 int Size; // // Number of selected items, maintained by this helper.
3033 bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3034 void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3035 ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3036 int _SelectionOrder;// [Internal] Increasing counter to store selection order
3037 ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3038
3039 // Methods
3040 IMGUI_API ImGuiSelectionBasicStorage();
3041 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3042 IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3043 IMGUI_API void Clear(); // Clear selection
3044 IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3045 IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3046 IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3047 inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3048};
3049
3050// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3051// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3052struct ImGuiSelectionExternalStorage
3053{
3054 // Members
3055 void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3056 void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3057
3058 // Methods
3059 IMGUI_API ImGuiSelectionExternalStorage();
3060 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3061};
3062
3063//-----------------------------------------------------------------------------
3064// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3065// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3066//-----------------------------------------------------------------------------
3067
3068// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3069#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3070#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3071#endif
3072
3073// ImDrawIdx: vertex index. [Compile-time configurable type]
3074// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3075// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3076#ifndef ImDrawIdx
3077typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3078#endif
3079
3080// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3081// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3082// you can poke into the draw list for that! Draw callback may be useful for example to:
3083// A) Change your GPU render state,
3084// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3085// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3086// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
3087#ifndef ImDrawCallback
3088typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3089#endif
3090
3091// Special Draw callback value to request renderer backend to reset the graphics/render state.
3092// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3093// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3094// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
3095#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3096
3097// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3098// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3099// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3100// Backends made for <1.71. will typically ignore the VtxOffset fields.
3101// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3102struct ImDrawCmd
3103{
3104 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3105 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
3106 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
3107 unsigned int IdxOffset; // 4 // Start offset in index buffer.
3108 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
3109 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3110 void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3111 int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3112 int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3113
3114 ImDrawCmd() { memset(s: this, c: 0, n: sizeof(*this)); } // Also ensure our padding fields are zeroed
3115
3116 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
3117 inline ImTextureID GetTexID() const { return TextureId; }
3118};
3119
3120// Vertex layout
3121#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3122struct ImDrawVert
3123{
3124 ImVec2 pos;
3125 ImVec2 uv;
3126 ImU32 col;
3127};
3128#else
3129// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3130// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
3131// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
3132// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
3133IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3134#endif
3135
3136// [Internal] For use by ImDrawList
3137struct ImDrawCmdHeader
3138{
3139 ImVec4 ClipRect;
3140 ImTextureID TextureId;
3141 unsigned int VtxOffset;
3142};
3143
3144// [Internal] For use by ImDrawListSplitter
3145struct ImDrawChannel
3146{
3147 ImVector<ImDrawCmd> _CmdBuffer;
3148 ImVector<ImDrawIdx> _IdxBuffer;
3149};
3150
3151// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3152// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3153struct ImDrawListSplitter
3154{
3155 int _Current; // Current channel number (0)
3156 int _Count; // Number of active channels (1+)
3157 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3158
3159 inline ImDrawListSplitter() { memset(s: this, c: 0, n: sizeof(*this)); }
3160 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3161 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3162 IMGUI_API void ClearFreeMemory();
3163 IMGUI_API void Split(ImDrawList* draw_list, int count);
3164 IMGUI_API void Merge(ImDrawList* draw_list);
3165 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3166};
3167
3168// Flags for ImDrawList functions
3169// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
3170enum ImDrawFlags_
3171{
3172 ImDrawFlags_None = 0,
3173 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3174 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3175 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3176 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3177 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3178 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3179 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3180 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3181 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3182 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3183 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3184 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3185 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3186};
3187
3188// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3189// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3190enum ImDrawListFlags_
3191{
3192 ImDrawListFlags_None = 0,
3193 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3194 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3195 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3196 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3197};
3198
3199// Draw command list
3200// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3201// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3202// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3203// access the current window draw list and draw custom primitives.
3204// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3205// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3206// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3207// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
3208struct ImDrawList
3209{
3210 // This is what you have to render
3211 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3212 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3213 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3214 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3215
3216 // [Internal, used while building lists]
3217 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3218 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3219 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3220 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3221 ImVector<ImVec2> _Path; // [Internal] current path building
3222 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3223 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3224 ImVector<ImVec4> _ClipRectStack; // [Internal]
3225 ImVector<ImTextureID> _TextureIdStack; // [Internal]
3226 ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3227 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3228 const char* _OwnerName; // Pointer to owner window's name for debugging
3229
3230 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3231 // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3232 IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3233 IMGUI_API ~ImDrawList();
3234
3235 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
3236 IMGUI_API void PushClipRectFullScreen();
3237 IMGUI_API void PopClipRect();
3238 IMGUI_API void PushTextureID(ImTextureID texture_id);
3239 IMGUI_API void PopTextureID();
3240 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3241 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3242
3243 // Primitives
3244 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3245 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3246 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3247 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3248 // In future versions we will use textures to provide cheaper and higher-quality circles.
3249 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3250 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3251 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
3252 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3253 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
3254 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3255 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3256 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3257 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3258 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3259 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3260 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3261 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3262 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3263 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3264 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3265 IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
3266 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
3267 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
3268
3269 // General polygon
3270 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3271 // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
3272 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3273 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3274 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3275
3276 // Image primitives
3277 // - Read FAQ to understand what ImTextureID is.
3278 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3279 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
3280 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3281 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3282 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3283
3284 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3285 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3286 // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3287 inline void PathClear() { _Path.Size = 0; }
3288 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
3289 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(s1: &_Path.Data[_Path.Size - 1], s2: &pos, n: 8) != 0) _Path.push_back(v: pos); }
3290 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3291 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3292 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(points: _Path.Data, num_points: _Path.Size, col, flags, thickness); _Path.Size = 0; }
3293 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3294 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
3295 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3296 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3297 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3298 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3299
3300 // Advanced: Draw Callbacks
3301 // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3302 // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3303 // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3304 // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3305 // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3306 // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3307 // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3308 // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3309 IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3310
3311 // Advanced: Miscellaneous
3312 IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
3313 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3314
3315 // Advanced: Channels
3316 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3317 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
3318 // - This API shouldn't have been in ImDrawList in the first place!
3319 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3320 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3321 inline void ChannelsSplit(int count) { _Splitter.Split(draw_list: this, count); }
3322 inline void ChannelsMerge() { _Splitter.Merge(draw_list: this); }
3323 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(draw_list: this, channel_idx: n); }
3324
3325 // Advanced: Primitives allocations
3326 // - We render triangles (three vertices)
3327 // - All primitives needs to be reserved via PrimReserve() beforehand.
3328 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3329 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3330 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3331 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3332 IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
3333 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3334 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3335 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3336
3337 // Obsolete names
3338 //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3339 //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3340 //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3341 //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3342 //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3343
3344 // [Internal helpers]
3345 IMGUI_API void _ResetForNewFrame();
3346 IMGUI_API void _ClearFreeMemory();
3347 IMGUI_API void _PopUnusedDrawCmd();
3348 IMGUI_API void _TryMergeDrawCmds();
3349 IMGUI_API void _OnChangedClipRect();
3350 IMGUI_API void _OnChangedTextureID();
3351 IMGUI_API void _OnChangedVtxOffset();
3352 IMGUI_API void _SetTextureID(ImTextureID texture_id);
3353 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3354 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3355 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3356};
3357
3358// All draw data to render a Dear ImGui frame
3359// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3360// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3361struct ImDrawData
3362{
3363 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3364 int CmdListsCount; // Number of ImDrawList* to render
3365 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3366 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3367 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3368 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3369 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3370 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3371 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3372
3373 // Functions
3374 ImDrawData() { Clear(); }
3375 IMGUI_API void Clear();
3376 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3377 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
3378 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3379};
3380
3381//-----------------------------------------------------------------------------
3382// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3383//-----------------------------------------------------------------------------
3384
3385// A font input/source (we may rename this to ImFontSource in the future)
3386struct ImFontConfig
3387{
3388 void* FontData; // // TTF/OTF data
3389 int FontDataSize; // // TTF/OTF data size
3390 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3391 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
3392 bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
3393 int FontNo; // 0 // Index of font within TTF/OTF file
3394 int OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3395 int OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3396 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3397 //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX)
3398 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3399 const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3400 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3401 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3402 float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this.
3403 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3404 float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3405 float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3406 ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3407
3408 // [Internal]
3409 char Name[40]; // Name (strictly to ease debugging)
3410 ImFont* DstFont;
3411
3412 IMGUI_API ImFontConfig();
3413};
3414
3415// Hold rendering data for one glyph.
3416// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
3417struct ImFontGlyph
3418{
3419 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3420 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3421 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3422 float AdvanceX; // Horizontal distance to advance layout with
3423 float X0, Y0, X1, Y1; // Glyph corners
3424 float U0, V0, U1, V1; // Texture coordinates
3425};
3426
3427// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3428// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3429struct ImFontGlyphRangesBuilder
3430{
3431 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3432
3433 ImFontGlyphRangesBuilder() { Clear(); }
3434 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(new_size: size_in_bytes / (int)sizeof(ImU32)); memset(s: UsedChars.Data, c: 0, n: (size_t)size_in_bytes); }
3435 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3436 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3437 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3438 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3439 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3440 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3441};
3442
3443// See ImFontAtlas::AddCustomRectXXX functions.
3444struct ImFontAtlasCustomRect
3445{
3446 unsigned short X, Y; // Output // Packed position in Atlas
3447
3448 // [Internal]
3449 unsigned short Width, Height; // Input // Desired rectangle dimension
3450 unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000)
3451 unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting.
3452 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3453 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3454 ImFont* Font; // Input // For custom font glyphs only: target font
3455 ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3456 bool IsPacked() const { return X != 0xFFFF; }
3457};
3458
3459// Flags for ImFontAtlas build
3460enum ImFontAtlasFlags_
3461{
3462 ImFontAtlasFlags_None = 0,
3463 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3464 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3465 ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3466};
3467
3468// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3469// - One or more fonts.
3470// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3471// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3472// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3473// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
3474// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3475// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3476// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3477// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3478// Common pitfalls:
3479// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3480// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3481// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3482// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3483// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3484// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3485struct ImFontAtlas
3486{
3487 IMGUI_API ImFontAtlas();
3488 IMGUI_API ~ImFontAtlas();
3489 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3490 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3491 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3492 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3493 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3494 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
3495 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3496 IMGUI_API void ClearFonts(); // Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
3497 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3498 IMGUI_API void Clear(); // Clear all input and output.
3499
3500 // Build atlas, retrieve pixel data.
3501 // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
3502 // The pitch is always = Width * BytesPerPixels (1 or 4)
3503 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3504 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3505 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3506 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3507 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3508 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
3509 void SetTexID(ImTextureID id) { TexID = id; }
3510
3511 //-------------------------------------------
3512 // Glyph Ranges
3513 //-------------------------------------------
3514
3515 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3516 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3517 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3518 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3519 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3520 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3521 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3522 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3523 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3524 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3525 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3526 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3527 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3528
3529 //-------------------------------------------
3530 // [ALPHA] Custom Rectangles/Glyphs API
3531 //-------------------------------------------
3532
3533 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3534 // - After calling Build(), you can query the rectangle position and render your pixels.
3535 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3536 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3537 // so you can render e.g. custom colorful icons and use them as regular glyphs.
3538 // - Read docs/FONTS.md for more details about using colorful icons.
3539 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3540 IMGUI_API int AddCustomRectRegular(int width, int height);
3541 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3542 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3543
3544 // [Internal]
3545 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3546
3547 //-------------------------------------------
3548 // Members
3549 //-------------------------------------------
3550
3551 // Input
3552 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3553 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
3554 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
3555 int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3556 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3557
3558 // [Internal]
3559 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3560 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3561 bool TexReady; // Set when texture was built matching current font input
3562 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
3563 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3564 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3565 int TexWidth; // Texture width calculated during Build().
3566 int TexHeight; // Texture height calculated during Build().
3567 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3568 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3569 ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
3570 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3571 ImVector<ImFontConfig> Sources; // Source/configuration data
3572 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3573
3574 // [Internal] Font builder
3575 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3576 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
3577
3578 // [Internal] Packing data
3579 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3580 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3581
3582 // [Obsolete]
3583 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3584 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3585};
3586
3587// Font runtime data and rendering
3588// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3589struct ImFont
3590{
3591 // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3592 ImVector<float> IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3593 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3594 float FontSize; // 4 // in // Height of characters/line, set during loading (don't change after loading)
3595
3596 // [Internal] Members: Hot ~28/40 bytes (for RenderText loop)
3597 ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3598 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3599 ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3600
3601 // [Internal] Members: Cold ~32/40 bytes
3602 // Conceptually Sources[] is the list of font sources merged to create this font.
3603 ImFontAtlas* ContainerAtlas; // 4-8 // out // What we has been loaded into
3604 ImFontConfig* Sources; // 4-8 // in // Pointer within ContainerAtlas->Sources[], to SourcesCount instances
3605 short SourcesCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont.
3606 short EllipsisCharCount; // 1 // out // 1 or 3
3607 ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
3608 ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3609 float EllipsisWidth; // 4 // out // Total ellipsis Width
3610 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3611 float Scale; // 4 // in // Base font scale (1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3612 float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3613 int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3614 bool DirtyLookupTables; // 1 // out //
3615 ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3616
3617 // Methods
3618 IMGUI_API ImFont();
3619 IMGUI_API ~ImFont();
3620 IMGUI_API ImFontGlyph* FindGlyph(ImWchar c);
3621 IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c);
3622 float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3623 bool IsLoaded() const { return ContainerAtlas != NULL; }
3624 const char* GetDebugName() const { return Sources ? Sources->Name : "<unknown>"; }
3625
3626 // [Internal] Don't use!
3627 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3628 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3629 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
3630 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width);
3631 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c);
3632 IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false);
3633
3634 // [Internal] Don't use!
3635 IMGUI_API void BuildLookupTable();
3636 IMGUI_API void ClearOutputData();
3637 IMGUI_API void GrowIndex(int new_size);
3638 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
3639 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
3640 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3641};
3642
3643//-----------------------------------------------------------------------------
3644// [SECTION] Viewports
3645//-----------------------------------------------------------------------------
3646
3647// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3648enum ImGuiViewportFlags_
3649{
3650 ImGuiViewportFlags_None = 0,
3651 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3652 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3653 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
3654 ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
3655 ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3656 ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
3657 ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
3658 ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3659 ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3660 ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
3661 ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
3662 ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
3663
3664 // Output status flags (from Platform)
3665 ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
3666 ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
3667};
3668
3669// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3670// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
3671// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3672// - About Main Area vs Work Area:
3673// - Main Area = entire viewport.
3674// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3675// - Windows are generally trying to stay within the Work Area of their host viewport.
3676struct ImGuiViewport
3677{
3678 ImGuiID ID; // Unique identifier for the viewport
3679 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3680 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3681 ImVec2 Size; // Main Area: Size of the viewport.
3682 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3683 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3684 float DpiScale; // 1.0f = 96 DPI = No extra scale.
3685 ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
3686 ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
3687
3688 // Platform/Backend Dependent Data
3689 // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
3690 // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
3691 // by the same system and you may not need to use all the UserData/Handle fields.
3692 // The library never uses those fields, they are merely storage to facilitate backend implementation.
3693 void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
3694 void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
3695 void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
3696 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
3697 bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
3698 bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
3699 bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
3700 bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
3701
3702 ImGuiViewport() { memset(s: this, c: 0, n: sizeof(*this)); }
3703 ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
3704
3705 // Helpers
3706 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3707 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3708};
3709
3710//-----------------------------------------------------------------------------
3711// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
3712//-----------------------------------------------------------------------------
3713
3714// [BETA] (Optional) Multi-Viewport Support!
3715// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
3716//
3717// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
3718// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
3719// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
3720//
3721// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
3722// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
3723//
3724// About the coordinates system:
3725// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
3726// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
3727// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
3728//
3729// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
3730// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3731// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
3732// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3733// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3734//
3735// Steps to use multi-viewports in your application, when using a custom backend:
3736// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
3737// It's also an experimental feature, so some of the requirements may evolve.
3738// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
3739// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3740// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
3741// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
3742// Update ImGuiPlatformIO's Monitors list every frame.
3743// Update MousePos every frame, in absolute coordinates.
3744// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3745// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
3746// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3747//
3748// About ImGui::RenderPlatformWindowsDefault():
3749// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
3750// - You can check its simple source code to understand what it does.
3751// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
3752// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
3753// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
3754// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
3755// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
3756// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
3757// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
3758//-----------------------------------------------------------------------------
3759
3760// Access via ImGui::GetPlatformIO()
3761struct ImGuiPlatformIO
3762{
3763 IMGUI_API ImGuiPlatformIO();
3764
3765 //------------------------------------------------------------------
3766 // Input - Interface with OS and Platform backend (most common stuff)
3767 //------------------------------------------------------------------
3768
3769 // Optional: Access OS clipboard
3770 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3771 const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3772 void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3773 void* Platform_ClipboardUserData;
3774
3775 // Optional: Open link/folder/file in OS Shell
3776 // (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
3777 bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3778 void* Platform_OpenInShellUserData;
3779
3780 // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
3781 // (default to use native imm32 api on Windows)
3782 void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3783 void* Platform_ImeUserData;
3784 //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3785
3786 // Optional: Platform locale
3787 // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3788 ImWchar Platform_LocaleDecimalPoint; // '.'
3789
3790 //------------------------------------------------------------------
3791 // Input - Interface with Renderer Backend
3792 //------------------------------------------------------------------
3793
3794 // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
3795 void* Renderer_RenderState;
3796
3797 //------------------------------------------------------------------
3798 // Input - Interface with Platform & Renderer backends for Multi-Viewport support
3799 //------------------------------------------------------------------
3800
3801 // For reference, the second column shows which function are generally calling the Platform Functions:
3802 // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
3803 // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
3804 // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
3805 // R = ImGui::RenderPlatformWindowsDefault() ~ render
3806 // D = ImGui::DestroyPlatformWindows() ~ shutdown
3807 // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
3808
3809 // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
3810 // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
3811 // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
3812
3813 // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
3814 void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
3815 void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
3816 void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
3817 void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
3818 ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
3819 void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
3820 ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
3821 void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
3822 bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
3823 bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
3824 void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
3825 void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
3826 void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
3827 void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3828 void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3829 float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
3830 void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
3831 ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
3832 int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
3833
3834 // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
3835 void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
3836 void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
3837 void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
3838 void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3839 void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3840
3841 // (Optional) Monitor list
3842 // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
3843 // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
3844 ImVector<ImGuiPlatformMonitor> Monitors;
3845
3846 //------------------------------------------------------------------
3847 // Output - List of viewports to render into platform windows
3848 //------------------------------------------------------------------
3849
3850 // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3851 // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
3852 ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
3853};
3854
3855// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
3856// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
3857struct ImGuiPlatformMonitor
3858{
3859 ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
3860 ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
3861 float DpiScale; // 1.0f = 96 DPI
3862 void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
3863 ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
3864};
3865
3866// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
3867struct ImGuiPlatformImeData
3868{
3869 bool WantVisible; // A widget wants the IME to be visible
3870 ImVec2 InputPos; // Position of the input cursor
3871 float InputLineHeight; // Line height
3872
3873 ImGuiPlatformImeData() { memset(s: this, c: 0, n: sizeof(*this)); }
3874};
3875
3876//-----------------------------------------------------------------------------
3877// [SECTION] Obsolete functions and types
3878// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3879// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3880//-----------------------------------------------------------------------------
3881
3882#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3883namespace ImGui
3884{
3885 // OBSOLETED in 1.91.9 (from February 2025)
3886 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- border_col was removed in favor of ImGuiCol_ImageBorder.
3887 // OBSOLETED in 1.91.0 (from July 2024)
3888 static inline void PushButtonRepeat(bool repeat) { PushItemFlag(option: ImGuiItemFlags_ButtonRepeat, enabled: repeat); }
3889 static inline void PopButtonRepeat() { PopItemFlag(); }
3890 static inline void PushTabStop(bool tab_stop) { PushItemFlag(option: ImGuiItemFlags_NoTabStop, enabled: !tab_stop); }
3891 static inline void PopTabStop() { PopItemFlag(); }
3892 IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3893 IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3894 IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3895 // OBSOLETED in 1.90.0 (from September 2023)
3896 static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, child_flags: ImGuiChildFlags_FrameStyle, window_flags); }
3897 static inline void EndChildFrame() { EndChild(); }
3898 //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3899 //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3900 static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3901 IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3902 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3903 // OBSOLETED in 1.89.7 (from June 2023)
3904 IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3905 // OBSOLETED in 1.89.4 (from March 2023)
3906 static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(option: ImGuiItemFlags_NoTabStop, enabled: !tab_stop); }
3907 static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
3908
3909 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3910 //-- OBSOLETED in 1.89 (from August 2022)
3911 //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
3912 //-- OBSOLETED in 1.88 (from May 2022)
3913 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3914 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3915 //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
3916 //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
3917 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3918 //-- OBSOLETED in 1.86 (from November 2021)
3919 //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
3920 //-- OBSOLETED in 1.85 (from August 2021)
3921 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3922 //-- OBSOLETED in 1.81 (from February 2021)
3923 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3924 //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
3925 //static inline void ListBoxFooter() { EndListBox(); }
3926 //-- OBSOLETED in 1.79 (from August 2020)
3927 //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
3928 //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
3929 //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
3930 //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3931 //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3932 //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3933 //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3934 //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3935 //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3936 //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3937 //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3938 //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3939 //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3940 //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3941 //-- OBSOLETED in 1.77 and before
3942 //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
3943 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3944 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3945 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3946 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3947 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3948 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3949 //-- OBSOLETED in 1.60 and before
3950 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3951 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3952 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3953 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3954 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3955 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3956 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3957 //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3958 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3959 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3960 //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3961 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3962 //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3963 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3964 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3965 //-- OBSOLETED in 1.50 and before
3966 //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3967 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3968 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3969 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3970}
3971
3972//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3973//typedef ImDrawFlags ImDrawCornerFlags;
3974//enum ImDrawCornerFlags_
3975//{
3976// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3977// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3978// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3979// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3980// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3981// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3982// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3983// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3984// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3985// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3986//};
3987
3988// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3989// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3990//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
3991//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3992//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3993//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3994
3995#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3996
3997#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3998
3999// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4000#ifdef IMGUI_DISABLE_METRICS_WINDOW
4001#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4002#endif
4003
4004//-----------------------------------------------------------------------------
4005
4006#if defined(__clang__)
4007#pragma clang diagnostic pop
4008#elif defined(__GNUC__)
4009#pragma GCC diagnostic pop
4010#endif
4011
4012#ifdef _MSC_VER
4013#pragma warning (pop)
4014#endif
4015
4016// Include imgui_user.h at the end of imgui.h
4017// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4018#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4019#ifdef IMGUI_USER_H_FILENAME
4020#include IMGUI_USER_H_FILENAME
4021#else
4022#include "imgui_user.h"
4023#endif
4024#endif
4025
4026#endif // #ifndef IMGUI_DISABLE
4027

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