1// dear imgui, v1.92.2b
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 "1.92.2b"
32#define IMGUI_VERSION_NUM 19222
33#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
34#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
35#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
36#define IMGUI_HAS_DOCK // In 'docking' WIP branch.
37
38/*
39
40Index of this file:
41// [SECTION] Header mess
42// [SECTION] Forward declarations and basic types
43// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
44// [SECTION] Dear ImGui end-user API functions
45// [SECTION] Flags & Enumerations
46// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
47// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
48// [SECTION] ImGuiStyle
49// [SECTION] ImGuiIO
50// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
51// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
52// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
53// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
54// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
55// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
56// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
57// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
58// [SECTION] Obsolete functions and types
59
60*/
61
62#pragma once
63
64// Configuration file with compile-time options
65// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
66#ifdef IMGUI_USER_CONFIG
67#include IMGUI_USER_CONFIG
68#endif
69#include "imconfig.h"
70
71#ifndef IMGUI_DISABLE
72
73//-----------------------------------------------------------------------------
74// [SECTION] Header mess
75//-----------------------------------------------------------------------------
76
77// Includes
78#include <float.h> // FLT_MIN, FLT_MAX
79#include <stdarg.h> // va_list, va_start, va_end
80#include <stddef.h> // ptrdiff_t, NULL
81#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
82
83// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
84// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
85// 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.
86#ifndef IMGUI_API
87#define IMGUI_API
88#endif
89#ifndef IMGUI_IMPL_API
90#define IMGUI_IMPL_API IMGUI_API
91#endif
92
93// Helper Macros
94#ifndef IM_ASSERT
95#include <assert.h>
96#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
97#endif
98#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
99#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
100
101// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
102#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
103
104// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
105// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
106// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
107#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
108#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
109#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
110#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
111#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
112#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
113#else
114#define IM_FMTARGS(FMT)
115#define IM_FMTLIST(FMT)
116#endif
117
118// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
119#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
120#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
121#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
122#else
123#define IM_MSVC_RUNTIME_CHECKS_OFF
124#define IM_MSVC_RUNTIME_CHECKS_RESTORE
125#endif
126
127// Warnings
128#ifdef _MSC_VER
129#pragma warning (push)
130#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
131#endif
132#if defined(__clang__)
133#pragma clang diagnostic push
134#if __has_warning("-Wunknown-warning-option")
135#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
136#endif
137#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
138#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
139#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
140#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
141#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
142#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
143#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
144#elif defined(__GNUC__)
145#pragma GCC diagnostic push
146#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
147#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
148#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
149#endif
150
151//-----------------------------------------------------------------------------
152// [SECTION] Forward declarations and basic types
153//-----------------------------------------------------------------------------
154
155// Scalar data types
156typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
157typedef signed char ImS8; // 8-bit signed integer
158typedef unsigned char ImU8; // 8-bit unsigned integer
159typedef signed short ImS16; // 16-bit signed integer
160typedef unsigned short ImU16; // 16-bit unsigned integer
161typedef signed int ImS32; // 32-bit signed integer == int
162typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
163typedef signed long long ImS64; // 64-bit signed integer
164typedef unsigned long long ImU64; // 64-bit unsigned integer
165
166// Forward declarations: ImDrawList, ImFontAtlas layer
167struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
168struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
169struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
170struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
171struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
172struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
173struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
174struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
175struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
176struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
177struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
178struct ImFontBaked; // Baked data for a ImFont at a given size.
179struct ImFontConfig; // Configuration data when adding a font or merging fonts
180struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
181struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
182struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
183struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
184struct ImTextureRect; // Coordinates of a rectangle within a texture.
185struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
186
187// Forward declarations: ImGui layer
188struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
189struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
190struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
191struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
192struct ImGuiListClipper; // Helper to manually clip large list of items
193struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
194struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
195struct ImGuiPayload; // User data payload for drag and drop operations
196struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
197struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
198struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
199struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
200struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
201struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
202struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
203struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
204struct ImGuiStoragePair; // Helper for key->value storage (pair)
205struct ImGuiStyle; // Runtime data for styling/colors
206struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
207struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
208struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
209struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
210struct 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
211struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
212
213// Enumerations
214// - 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)
215// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
216// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
217// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
218// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
219enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
220enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
221enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
222enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
223typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
224typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
225typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
226typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
227typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
228typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
229typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
230
231// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
232// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
233// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
234// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
235// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
236typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
237typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
238typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
239typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
240typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
241typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
242typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
243typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
244typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
245typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
246typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
247typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
248typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
249typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
250typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
251typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
252typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
253typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
254typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
255typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
256typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
257typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
258typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
259typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
260typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
261typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
262typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
263typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
264typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
265typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
266
267// Character types
268// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
269typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
270typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
271#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
272typedef ImWchar32 ImWchar;
273#else
274typedef ImWchar16 ImWchar;
275#endif
276
277// Multi-Selection item index or identifier when using BeginMultiSelect()
278// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
279// - 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.
280typedef ImS64 ImGuiSelectionUserData;
281
282// Callback and functions types
283typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
284typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
285typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
286typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
287
288// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
289// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
290// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
291IM_MSVC_RUNTIME_CHECKS_OFF
292struct ImVec2
293{
294 float x, y;
295 constexpr ImVec2() : x(0.0f), y(0.0f) { }
296 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
297 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.
298 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
299#ifdef IM_VEC2_CLASS_EXTRA
300 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.
301#endif
302};
303
304// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
305struct ImVec4
306{
307 float x, y, z, w;
308 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
309 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
310#ifdef IM_VEC4_CLASS_EXTRA
311 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.
312#endif
313};
314IM_MSVC_RUNTIME_CHECKS_RESTORE
315
316//-----------------------------------------------------------------------------
317// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
318//-----------------------------------------------------------------------------
319
320// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
321// [Compile-time configurable type]
322// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
323// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
324// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
325// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
326// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
327// ImTextureRef, which is stored inside a ImDrawCmd.
328// - Compile-time type configuration:
329// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
330// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
331// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
332// constructors if you like. You will need to implement ==/!= operators.
333// History:
334// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
335// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
336#ifndef ImTextureID
337typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
338#endif
339
340// Define this if you need 0 to be a valid ImTextureID for your backend.
341#ifndef ImTextureID_Invalid
342#define ImTextureID_Invalid ((ImTextureID)0)
343#endif
344
345// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
346// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
347// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
348// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
349// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
350// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
351// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
352// to extract the ImTextureID value during rendering, after texture upload has happened.
353// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
354// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
355// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
356// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
357// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
358// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
359// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
360// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
361IM_MSVC_RUNTIME_CHECKS_OFF
362struct ImTextureRef
363{
364 ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
365 ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
366#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
367 ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
368#endif
369
370 inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
371
372 // Members (either are set, never both!)
373 ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
374 ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
375};
376IM_MSVC_RUNTIME_CHECKS_RESTORE
377
378//-----------------------------------------------------------------------------
379// [SECTION] Dear ImGui end-user API functions
380// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
381//-----------------------------------------------------------------------------
382
383namespace ImGui
384{
385 // Context creation and access
386 // - 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.
387 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
388 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
389 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
390 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
391 IMGUI_API ImGuiContext* GetCurrentContext();
392 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
393
394 // Main
395 IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
396 IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
397 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
398 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
399 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!
400 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
401 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
402
403 // Demo, Debug, Information
404 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!
405 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
406 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
407 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.
408 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
409 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)
410 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
411 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
412 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
413 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)
414
415 // Styles
416 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
417 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
418 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
419
420 // Windows
421 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
422 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
423 // which clicking will set the boolean to false when clicked.
424 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
425 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
426 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
427 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
428 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
429 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
430 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
431 // - Note that the bottom of window stack always contains a window called "Debug".
432 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
433 IMGUI_API void End();
434
435 // Child Windows
436 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
437 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
438 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
439 // Consider updating your old code:
440 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
441 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
442 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
443 // == 0.0f: use remaining parent window size for this axis.
444 // > 0.0f: use specified size for this axis.
445 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
446 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
447 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
448 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
449 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
450 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
451 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
452 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
453 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
454 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
455 IMGUI_API void EndChild();
456
457 // Windows Utilities
458 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
459 IMGUI_API bool IsWindowAppearing();
460 IMGUI_API bool IsWindowCollapsed();
461 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
462 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.
463 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
464 IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
465 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)
466 IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
467 IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
468 IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
469 IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
470
471 // Window manipulation
472 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
473 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.
474 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()
475 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.
476 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()
477 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
478 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
479 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
480 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.
481 IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
482 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
483 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
484 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
485 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
486 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
487 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
488 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
489 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
490
491 // Windows Scrolling
492 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
493 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
494 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
495 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
496 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
497 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
498 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
499 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
500 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
501 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
502 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
503 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
504
505 // Parameters stacks (font)
506 // - PushFont(font, 0.0f) // Change font and keep current size
507 // - PushFont(NULL, 20.0f) // Keep font and change current size
508 // - PushFont(font, 20.0f) // Change font and set size to 20.0f
509 // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
510 // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
511 // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
512 // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
513 // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
514 // *IMPORTANT* global scale factors are applied over the provided size.
515 // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
516 // - If you want to apply a factor to the _current_ font size:
517 // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
518 // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
519 // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
520 // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
521 IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
522 IMGUI_API void PopFont();
523 IMGUI_API ImFont* GetFont(); // get current font
524 IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
525 IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
526
527 // Parameters stacks (shared)
528 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
529 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
530 IMGUI_API void PopStyleColor(int count = 1);
531 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
532 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
533 IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
534 IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
535 IMGUI_API void PopStyleVar(int count = 1);
536 IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
537 IMGUI_API void PopItemFlag();
538
539 // Parameters stacks (current window)
540 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).
541 IMGUI_API void PopItemWidth();
542 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)
543 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.
544 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
545 IMGUI_API void PopTextWrapPos();
546
547 // Style read access
548 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
549 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
550 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
551 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
552 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
553 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.
554
555 // Layout cursor positioning
556 // - By "cursor" we mean the current output position.
557 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
558 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
559 // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
560 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
561 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
562 // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
563 // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
564 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
565 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).
566 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
567 IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
568 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
569 IMGUI_API float GetCursorPosX(); // [window-local] "
570 IMGUI_API float GetCursorPosY(); // [window-local] "
571 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
572 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
573 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
574 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
575
576 // Other layout functions
577 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
578 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.
579 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
580 IMGUI_API void Spacing(); // add vertical spacing.
581 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.
582 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
583 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
584 IMGUI_API void BeginGroup(); // lock horizontal starting position
585 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.)
586 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)
587 IMGUI_API float GetTextLineHeight(); // ~ FontSize
588 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
589 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
590 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
591
592 // ID stack/scopes
593 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
594 // - Those questions are answered and impacted by understanding of the ID stack system:
595 // - "Q: Why is my widget not reacting when I click on it?"
596 // - "Q: How can I have widgets with an empty label?"
597 // - "Q: How can I have multiple widgets with the same label?"
598 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
599 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
600 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
601 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
602 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
603 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
604 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
605 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
606 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
607 IMGUI_API void PopID(); // pop from the ID stack.
608 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
609 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
610 IMGUI_API ImGuiID GetID(const void* ptr_id);
611 IMGUI_API ImGuiID GetID(int int_id);
612
613 // Widgets: Text
614 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.
615 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
616 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
617 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
618 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
619 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
620 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
621 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().
622 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
623 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
624 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
625 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
626 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
627 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
628
629 // Widgets: Main
630 // - Most widgets return true when the value has been changed or when pressed/selected
631 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
632 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
633 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
634 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.)
635 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
636 IMGUI_API bool Checkbox(const char* label, bool* v);
637 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
638 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
639 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
640 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
641 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
642 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
643 IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
644 IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
645
646 // Widgets: Images
647 // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
648 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
649 // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
650 // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
651 // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
652 IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
653 IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
654 IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
655
656 // Widgets: Combo Box (Dropdown)
657 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
658 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
659 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
660 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
661 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
662 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"
663 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);
664
665 // Widgets: Drag Sliders
666 // - 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.
667 // - 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',
668 // 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
669 // - 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.
670 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
671 // - 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).
672 // - 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.
673 // - 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.
674 // - 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.
675 // - 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.
676 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
677 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
678 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);
679 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);
680 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);
681 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);
682 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
683 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);
684 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);
685 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);
686 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);
687 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);
688 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);
689
690 // Widgets: Regular Sliders
691 // - 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.
692 // - 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.
693 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
694 // - 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.
695 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
696 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.
697 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
698 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
699 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
700 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);
701 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
702 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
703 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
704 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
705 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);
706 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);
707 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);
708 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);
709 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);
710
711 // Widgets: Input with Keyboard
712 // - 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.
713 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
714 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
715 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);
716 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);
717 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);
718 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
719 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
720 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
721 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
722 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
723 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
724 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
725 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);
726 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);
727 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);
728
729 // 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.)
730 // - 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.
731 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
732 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
733 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
734 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
735 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
736 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.
737 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.
738
739 // Widgets: Trees
740 // - 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.
741 IMGUI_API bool TreeNode(const char* label);
742 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().
743 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
744 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
745 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
746 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
747 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
748 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
749 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
750 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
751 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.
752 IMGUI_API void TreePush(const void* ptr_id); // "
753 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
754 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
755 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().
756 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.
757 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
758 IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
759
760 // Widgets: Selectables
761 // - A selectable highlights when hovered, and can display another color when selected.
762 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
763 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
764 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.
765
766 // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
767 // - 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.
768 // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
769 // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
770 // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
771 // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
772 // - '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.
773 IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
774 IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
775 IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
776 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.
777
778 // Widgets: List Boxes
779 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
780 // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
781 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
782 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
783 // - 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
784 // - 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
785 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
786 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
787 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
788 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);
789
790 // Widgets: Data Plotting
791 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
792 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));
793 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));
794 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));
795 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));
796
797 // Widgets: Value() Helpers.
798 // - 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)
799 IMGUI_API void Value(const char* prefix, bool b);
800 IMGUI_API void Value(const char* prefix, int v);
801 IMGUI_API void Value(const char* prefix, unsigned int v);
802 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
803
804 // Widgets: Menus
805 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
806 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
807 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
808 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
809 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
810 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
811 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
812 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
813 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
814 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
815 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
816 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
817
818 // Tooltips
819 // - Tooltips are windows following the mouse. They do not take focus away.
820 // - A tooltip window can contain items of any types.
821 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
822 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
823 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
824 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().
825 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
826
827 // Tooltips: helpers for showing a tooltip when hovering an item
828 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
829 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
830 // - 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'.
831 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
832 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().
833 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
834
835 // Popups, Modals
836 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
837 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
838 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
839 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
840 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
841 // - 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.
842 // This is sometimes leading to confusing mistakes. May rework this in the future.
843 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
844 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
845 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.
846 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.
847 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
848
849 // Popups: open/close functions
850 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
851 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
852 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
853 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
854 // - 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().
855 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
856 // - 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
857 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
858 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
859 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)
860 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
861
862 // Popups: open+begin combined functions helpers
863 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
864 // - They are convenient to easily create context menus, hence the name.
865 // - 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.
866 // - 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.
867 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!
868 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
869 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).
870
871 // Popups: query functions
872 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
873 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
874 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
875 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
876
877 // Tables
878 // - Full-featured replacement for old Columns API.
879 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
880 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
881 // The typical call flow is:
882 // - 1. Call BeginTable(), early out if returning false.
883 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
884 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
885 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
886 // - 5. Populate contents:
887 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
888 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
889 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
890 // TableNextColumn() will automatically wrap-around into the next row if needed.
891 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
892 // - Summary of possible call flow:
893 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
894 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
895 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
896 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
897 // - 5. Call EndTable()
898 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);
899 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
900 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
901 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.
902 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
903
904 // Tables: Headers & Columns declaration
905 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
906 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
907 // Headers are required to perform: reordering, sorting, and opening the context menu.
908 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
909 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
910 // some advanced use cases (e.g. adding custom widgets in header row).
911 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
912 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
913 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
914 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
915 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
916 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
917
918 // Tables: Sorting & Miscellaneous functions
919 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
920 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
921 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
922 // else you may wastefully sort your data every frame!
923 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
924 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().
925 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
926 IMGUI_API int TableGetColumnIndex(); // return current column index.
927 IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for)
928 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.
929 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.
930 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)
931 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.
932 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.
933
934 // Legacy Columns API (prefer using Tables!)
935 // - You can also use SameLine(pos_x) to mimic simplified columns.
936 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
937 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
938 IMGUI_API int GetColumnIndex(); // get current column index
939 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
940 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
941 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
942 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
943 IMGUI_API int GetColumnsCount();
944
945 // Tab Bars, Tabs
946 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
947 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
948 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
949 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
950 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
951 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.
952 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.
953
954 // Docking
955 // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
956 // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
957 // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
958 // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
959 // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
960 // About dockspaces:
961 // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
962 // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
963 // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
964 // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
965 // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
966 // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
967 IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
968 IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
969 IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
970 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)
971 IMGUI_API ImGuiID GetWindowDockID();
972 IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
973
974 // Logging/Capture
975 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
976 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
977 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
978 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
979 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
980 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
981 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
982 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
983
984 // Drag and Drop
985 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
986 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
987 // - 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)
988 // - An item can be both drag source and drop target.
989 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()
990 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.
991 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
992 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
993 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.
994 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
995 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.
996
997 // Disabling [BETA API]
998 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
999 // - 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)
1000 // - Tooltips windows by exception are opted out of disabling.
1001 // - 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)
1002 IMGUI_API void BeginDisabled(bool disabled = true);
1003 IMGUI_API void EndDisabled();
1004
1005 // Clipping
1006 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
1007 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
1008 IMGUI_API void PopClipRect();
1009
1010 // Focus, Activation
1011 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
1012 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.
1013
1014 // Keyboard/Gamepad Navigation
1015 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.
1016
1017 // Overlapping mode
1018 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.
1019
1020 // Item/Widgets Utilities and Query Functions
1021 // - Most of the functions are referring to the previous Item that has been submitted.
1022 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1023 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.
1024 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)
1025 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
1026 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.
1027 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
1028 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.
1029 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
1030 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.
1031 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).
1032 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
1033 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
1034 IMGUI_API bool IsAnyItemActive(); // is any item active?
1035 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
1036 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1037 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
1038 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
1039 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
1040
1041 // Viewports
1042 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1043 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1044 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1045 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
1046
1047 // Background/Foreground Draw Lists
1048 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.
1049 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.
1050
1051 // Miscellaneous Utilities
1052 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1053 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.
1054 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
1055 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
1056 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
1057 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
1058 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)
1059 IMGUI_API ImGuiStorage* GetStateStorage();
1060
1061 // Text Utilities
1062 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1063
1064 // Color Utilities
1065 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
1066 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
1067 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1068 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1069
1070 // Inputs Utilities: Keyboard/Mouse/Gamepad
1071 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1072 // - (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)
1073 // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
1074 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1075 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
1076 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1077 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.
1078 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
1079 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.
1080 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.
1081
1082 // Inputs Utilities: Shortcut Testing & Routing [BETA]
1083 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1084 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
1085 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
1086 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1087 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1088 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1089 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1090 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1091 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1092 // This is an important property as it facilitate working with foreign code or larger codebase.
1093 // - To understand the difference:
1094 // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1095 // - 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.
1096 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1097 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1098 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1099
1100 // Inputs Utilities: Key/Input Ownership [BETA]
1101 // - One common use case would be to allow your items to disable standard inputs behaviors such
1102 // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1103 // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1104 // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1105 // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1106 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());'.
1107
1108 // Inputs Utilities: Mouse
1109 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1110 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1111 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1112 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1113 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1114 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1115 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)
1116 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.
1117 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1118 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.
1119 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
1120 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.
1121 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1122 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)
1123 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1124 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)
1125 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1126 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
1127 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1128 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1129
1130 // Clipboard Utilities
1131 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1132 IMGUI_API const char* GetClipboardText();
1133 IMGUI_API void SetClipboardText(const char* text);
1134
1135 // Settings/.Ini Utilities
1136 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1137 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1138 // - 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).
1139 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1140 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.
1141 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).
1142 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.
1143
1144 // Debug Utilities
1145 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1146 IMGUI_API void DebugTextEncoding(const char* text);
1147 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1148 IMGUI_API void DebugStartItemPicker();
1149 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.
1150#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1151 IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1152 IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1153#endif
1154
1155 // Memory Allocators
1156 // - Those functions are not reliant on the current context.
1157 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1158 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1159 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1160 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1161 IMGUI_API void* MemAlloc(size_t size);
1162 IMGUI_API void MemFree(void* ptr);
1163
1164 // (Optional) Platform/OS interface for multi-viewport support
1165 // Read comments around the ImGuiPlatformIO structure for more details.
1166 // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1167 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.
1168 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.
1169 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().
1170 IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
1171 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.)
1172
1173} // namespace ImGui
1174
1175//-----------------------------------------------------------------------------
1176// [SECTION] Flags & Enumerations
1177//-----------------------------------------------------------------------------
1178
1179// Flags for ImGui::Begin()
1180// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1181enum ImGuiWindowFlags_
1182{
1183 ImGuiWindowFlags_None = 0,
1184 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1185 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1186 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1187 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1188 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.
1189 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).
1190 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1191 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1192 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1193 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1194 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1195 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.
1196 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1197 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1198 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1199 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1200 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1201 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1202 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.
1203 ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1204 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1205 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1206 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1207
1208 // [Internal]
1209 ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame()
1210 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1211 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1212 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1213 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1214 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1215
1216 // Obsolete names
1217#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1218 ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1219 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1220#endif
1221};
1222
1223// Flags for ImGui::BeginChild()
1224// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1225// About using AutoResizeX/AutoResizeY flags:
1226// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1227// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1228// - 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.
1229// 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.
1230// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1231// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1232enum ImGuiChildFlags_
1233{
1234 ImGuiChildFlags_None = 0,
1235 ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1236 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)
1237 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1238 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1239 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1240 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1241 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.
1242 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1243 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.
1244
1245 // Obsolete names
1246#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1247 ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1248#endif
1249};
1250
1251// Flags for ImGui::PushItemFlag()
1252// (Those are shared by all items)
1253enum ImGuiItemFlags_
1254{
1255 ImGuiItemFlags_None = 0, // (Default)
1256 ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1257 ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1258 ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1259 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.
1260 ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1261 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.
1262};
1263
1264// Flags for ImGui::InputText()
1265// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1266enum ImGuiInputTextFlags_
1267{
1268 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1269 ImGuiInputTextFlags_None = 0,
1270 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1271 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1272 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1273 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1274 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1275
1276 // Inputs
1277 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1278 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1279 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1280 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).
1281
1282 // Other options
1283 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1284 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1285 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1286 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1287 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1288 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1289 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1290 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().
1291
1292 // Elide display / Alignment
1293 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!
1294
1295 // Callback features
1296 ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1297 ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1298 ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1299 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.
1300 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)
1301 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.
1302
1303 // Obsolete names
1304 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1305};
1306
1307// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1308enum ImGuiTreeNodeFlags_
1309{
1310 ImGuiTreeNodeFlags_None = 0,
1311 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1312 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1313 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1314 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1315 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1316 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1317 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.
1318 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.
1319 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1320 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!
1321 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.
1322 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.
1323 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1324 ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1325 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1326 ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1327 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1328 ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.
1329 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1330
1331 // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1332 // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1333 ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
1334 ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1335 ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1336
1337#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
1339 ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1340 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1341#endif
1342};
1343
1344// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1345// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1346// 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.
1347// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1348// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1349// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1350// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1351// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1352enum ImGuiPopupFlags_
1353{
1354 ImGuiPopupFlags_None = 0,
1355 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1356 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1357 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1358 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1359 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1360 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1361 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1362 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1363 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1364 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1365 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1366 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1367};
1368
1369// Flags for ImGui::Selectable()
1370enum ImGuiSelectableFlags_
1371{
1372 ImGuiSelectableFlags_None = 0,
1373 ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1374 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1375 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1376 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1377 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1378 ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1379
1380#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1381 ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1382 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1383#endif
1384};
1385
1386// Flags for ImGui::BeginCombo()
1387enum ImGuiComboFlags_
1388{
1389 ImGuiComboFlags_None = 0,
1390 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1391 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()
1392 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1393 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1394 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1395 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1396 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1397 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1398 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1399};
1400
1401// Flags for ImGui::BeginTabBar()
1402enum ImGuiTabBarFlags_
1403{
1404 ImGuiTabBarFlags_None = 0,
1405 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1406 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1407 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1408 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.
1409 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1410 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1411 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1412
1413 // Fitting/Resize policy
1414 ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
1415 ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
1416 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
1417 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
1418 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed,
1419
1420#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1421 ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
1422#endif
1423};
1424
1425// Flags for ImGui::BeginTabItem()
1426enum ImGuiTabItemFlags_
1427{
1428 ImGuiTabItemFlags_None = 0,
1429 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1430 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1431 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.
1432 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1433 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1434 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1435 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1436 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1437 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.
1438};
1439
1440// Flags for ImGui::IsWindowFocused()
1441enum ImGuiFocusedFlags_
1442{
1443 ImGuiFocusedFlags_None = 0,
1444 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1445 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1446 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!
1447 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1448 ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1449 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1450};
1451
1452// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1453// 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!
1454// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1455enum ImGuiHoveredFlags_
1456{
1457 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.
1458 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1459 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1460 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1461 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)
1462 ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1463 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1464 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1465 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1466 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1467 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1468 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1469 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1470 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1471 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1472 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1473
1474 // Tooltips mode
1475 // - typically used in IsItemHovered() + SetTooltip() sequence.
1476 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1477 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1478 // - 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.
1479 // - 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.
1480 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1481
1482 // (Advanced) Mouse Hovering delays.
1483 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1484 // - use those if you need specific overrides.
1485 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.
1486 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1487 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).
1488 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).
1489 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)
1490};
1491
1492// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1493// (Some flags can be applied to individual nodes directly)
1494// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1495enum ImGuiDockNodeFlags_
1496{
1497 ImGuiDockNodeFlags_None = 0,
1498 ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1499 //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1500 ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1501 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.
1502 ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1503 ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1504 ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1505 ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1506
1507#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1508 ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1509 ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1510#endif
1511};
1512
1513// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1514enum ImGuiDragDropFlags_
1515{
1516 ImGuiDragDropFlags_None = 0,
1517 // BeginDragDropSource() flags
1518 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.
1519 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.
1520 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.
1521 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.
1522 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.
1523 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1524 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1525 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1526 // AcceptDragDropPayload() flags
1527 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.
1528 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1529 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1530 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1531
1532#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1533 ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1534#endif
1535};
1536
1537// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1538#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1539#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1540
1541// A primary data type
1542enum ImGuiDataType_
1543{
1544 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1545 ImGuiDataType_U8, // unsigned char
1546 ImGuiDataType_S16, // short
1547 ImGuiDataType_U16, // unsigned short
1548 ImGuiDataType_S32, // int
1549 ImGuiDataType_U32, // unsigned int
1550 ImGuiDataType_S64, // long long / __int64
1551 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1552 ImGuiDataType_Float, // float
1553 ImGuiDataType_Double, // double
1554 ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1555 ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1556 ImGuiDataType_COUNT
1557};
1558
1559// A cardinal direction
1560enum ImGuiDir : int
1561{
1562 ImGuiDir_None = -1,
1563 ImGuiDir_Left = 0,
1564 ImGuiDir_Right = 1,
1565 ImGuiDir_Up = 2,
1566 ImGuiDir_Down = 3,
1567 ImGuiDir_COUNT
1568};
1569
1570// A sorting direction
1571enum ImGuiSortDirection : ImU8
1572{
1573 ImGuiSortDirection_None = 0,
1574 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1575 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1576};
1577
1578// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1579// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1580// Support for legacy keys was completely removed in 1.91.5.
1581// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1582// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1583// 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.
1584enum ImGuiKey : int
1585{
1586 // Keyboard
1587 ImGuiKey_None = 0,
1588 ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1589
1590 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1591 ImGuiKey_LeftArrow,
1592 ImGuiKey_RightArrow,
1593 ImGuiKey_UpArrow,
1594 ImGuiKey_DownArrow,
1595 ImGuiKey_PageUp,
1596 ImGuiKey_PageDown,
1597 ImGuiKey_Home,
1598 ImGuiKey_End,
1599 ImGuiKey_Insert,
1600 ImGuiKey_Delete,
1601 ImGuiKey_Backspace,
1602 ImGuiKey_Space,
1603 ImGuiKey_Enter,
1604 ImGuiKey_Escape,
1605 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1606 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1607 ImGuiKey_Menu,
1608 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1609 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1610 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1611 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1612 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1613 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1614 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1615 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1616 ImGuiKey_Apostrophe, // '
1617 ImGuiKey_Comma, // ,
1618 ImGuiKey_Minus, // -
1619 ImGuiKey_Period, // .
1620 ImGuiKey_Slash, // /
1621 ImGuiKey_Semicolon, // ;
1622 ImGuiKey_Equal, // =
1623 ImGuiKey_LeftBracket, // [
1624 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1625 ImGuiKey_RightBracket, // ]
1626 ImGuiKey_GraveAccent, // `
1627 ImGuiKey_CapsLock,
1628 ImGuiKey_ScrollLock,
1629 ImGuiKey_NumLock,
1630 ImGuiKey_PrintScreen,
1631 ImGuiKey_Pause,
1632 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1633 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1634 ImGuiKey_KeypadDecimal,
1635 ImGuiKey_KeypadDivide,
1636 ImGuiKey_KeypadMultiply,
1637 ImGuiKey_KeypadSubtract,
1638 ImGuiKey_KeypadAdd,
1639 ImGuiKey_KeypadEnter,
1640 ImGuiKey_KeypadEqual,
1641 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1642 ImGuiKey_AppForward,
1643 ImGuiKey_Oem102, // Non-US backslash.
1644
1645 // Gamepad
1646 // (analog values are 0.0f to 1.0f)
1647 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1648 // // XBOX | SWITCH | PLAYSTA. | -> ACTION
1649 ImGuiKey_GamepadStart, // Menu | + | Options |
1650 ImGuiKey_GamepadBack, // View | - | Share |
1651 ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1652 ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
1653 ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
1654 ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
1655 ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1656 ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1657 ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1658 ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1659 ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1660 ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1661 ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
1662 ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
1663 ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
1664 ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
1665 ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
1666 ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
1667 ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
1668 ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
1669 ImGuiKey_GamepadRStickLeft, // | | | [Analog]
1670 ImGuiKey_GamepadRStickRight, // | | | [Analog]
1671 ImGuiKey_GamepadRStickUp, // | | | [Analog]
1672 ImGuiKey_GamepadRStickDown, // | | | [Analog]
1673
1674 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1675 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1676 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1677
1678 // [Internal] Reserved for mod storage
1679 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1680
1681 // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1682 ImGuiKey_NamedKey_END,
1683 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1684
1685 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1686 // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1687 // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1688 // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1689 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1690 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1691 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1692 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1693 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1694 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1695 ImGuiMod_None = 0,
1696 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1697 ImGuiMod_Shift = 1 << 13, // Shift
1698 ImGuiMod_Alt = 1 << 14, // Option/Menu
1699 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1700 ImGuiMod_Mask_ = 0xF000, // 4-bits
1701
1702#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1703 ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
1704 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1705 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1706 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1707#endif
1708};
1709
1710// Flags for Shortcut(), SetNextItemShortcut(),
1711// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1712// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1713enum ImGuiInputFlags_
1714{
1715 ImGuiInputFlags_None = 0,
1716 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1717
1718 // Flags for Shortcut(), SetNextItemShortcut()
1719 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1720 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1721 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1722 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.
1723 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1724 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1725 // - Routing options
1726 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1727 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.
1728 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.
1729 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1730
1731 // Flags for SetNextItemShortcut()
1732 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1733};
1734
1735// Configuration flags stored in io.ConfigFlags. Set by user/application.
1736enum ImGuiConfigFlags_
1737{
1738 ImGuiConfigFlags_None = 0,
1739 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1740 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1741 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1742 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.
1743 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1744
1745 // [BETA] Docking
1746 ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
1747
1748 // [BETA] Viewports
1749 // 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.
1750 ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1751
1752 // 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)
1753 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1754 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1755
1756#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1757 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1758 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1759 ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
1760 ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
1761#endif
1762};
1763
1764// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1765enum ImGuiBackendFlags_
1766{
1767 ImGuiBackendFlags_None = 0,
1768 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1769 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1770 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1771 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1772 ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
1773
1774 // [BETA] Viewports
1775 ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
1776 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.
1777 ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
1778};
1779
1780// Enumeration for PushStyleColor() / PopStyleColor()
1781enum ImGuiCol_
1782{
1783 ImGuiCol_Text,
1784 ImGuiCol_TextDisabled,
1785 ImGuiCol_WindowBg, // Background of normal windows
1786 ImGuiCol_ChildBg, // Background of child windows
1787 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1788 ImGuiCol_Border,
1789 ImGuiCol_BorderShadow,
1790 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1791 ImGuiCol_FrameBgHovered,
1792 ImGuiCol_FrameBgActive,
1793 ImGuiCol_TitleBg, // Title bar
1794 ImGuiCol_TitleBgActive, // Title bar when focused
1795 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1796 ImGuiCol_MenuBarBg,
1797 ImGuiCol_ScrollbarBg,
1798 ImGuiCol_ScrollbarGrab,
1799 ImGuiCol_ScrollbarGrabHovered,
1800 ImGuiCol_ScrollbarGrabActive,
1801 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1802 ImGuiCol_SliderGrab,
1803 ImGuiCol_SliderGrabActive,
1804 ImGuiCol_Button,
1805 ImGuiCol_ButtonHovered,
1806 ImGuiCol_ButtonActive,
1807 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1808 ImGuiCol_HeaderHovered,
1809 ImGuiCol_HeaderActive,
1810 ImGuiCol_Separator,
1811 ImGuiCol_SeparatorHovered,
1812 ImGuiCol_SeparatorActive,
1813 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1814 ImGuiCol_ResizeGripHovered,
1815 ImGuiCol_ResizeGripActive,
1816 ImGuiCol_InputTextCursor, // InputText cursor/caret
1817 ImGuiCol_TabHovered, // Tab background, when hovered
1818 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1819 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1820 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1821 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1822 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1823 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1824 ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1825 ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1826 ImGuiCol_PlotLines,
1827 ImGuiCol_PlotLinesHovered,
1828 ImGuiCol_PlotHistogram,
1829 ImGuiCol_PlotHistogramHovered,
1830 ImGuiCol_TableHeaderBg, // Table header background
1831 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1832 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1833 ImGuiCol_TableRowBg, // Table row background (even rows)
1834 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1835 ImGuiCol_TextLink, // Hyperlink color
1836 ImGuiCol_TextSelectedBg, // Selected text inside an InputText
1837 ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1838 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1839 ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1840 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1841 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1842 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1843 ImGuiCol_COUNT,
1844
1845#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1846 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1847 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1848 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1849 ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1850#endif
1851};
1852
1853// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1854// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1855// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1856// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1857// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1858// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1859// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1860// - 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.
1861enum ImGuiStyleVar_
1862{
1863 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1864 ImGuiStyleVar_Alpha, // float Alpha
1865 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1866 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1867 ImGuiStyleVar_WindowRounding, // float WindowRounding
1868 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1869 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1870 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1871 ImGuiStyleVar_ChildRounding, // float ChildRounding
1872 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1873 ImGuiStyleVar_PopupRounding, // float PopupRounding
1874 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1875 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1876 ImGuiStyleVar_FrameRounding, // float FrameRounding
1877 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1878 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1879 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1880 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1881 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1882 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1883 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1884 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1885 ImGuiStyleVar_GrabRounding, // float GrabRounding
1886 ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1887 ImGuiStyleVar_TabRounding, // float TabRounding
1888 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1889 ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase
1890 ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink
1891 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1892 ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1893 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1894 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1895 ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
1896 ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
1897 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1898 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1899 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1900 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1901 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1902 ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
1903 ImGuiStyleVar_COUNT
1904};
1905
1906// Flags for InvisibleButton() [extended in imgui_internal.h]
1907enum ImGuiButtonFlags_
1908{
1909 ImGuiButtonFlags_None = 0,
1910 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1911 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1912 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1913 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1914 ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1915};
1916
1917// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1918enum ImGuiColorEditFlags_
1919{
1920 ImGuiColorEditFlags_None = 0,
1921 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1922 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1923 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1924 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1925 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1926 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1927 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1928 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1929 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1930 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1931
1932 // Alpha preview
1933 // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1934 // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1935 // - The new flags may be combined better and allow finer controls.
1936 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.
1937 ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1938 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1939
1940 // User Options (right-click on widget to change some of them).
1941 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1942 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).
1943 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.
1944 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1945 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1946 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1947 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.
1948 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1949 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1950 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1951 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1952
1953 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1954 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1955 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1956
1957 // [Internal] Masks
1958 ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
1959 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1960 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1961 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1962 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1963
1964 // Obsolete names
1965#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1966 ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
1967#endif
1968 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1969};
1970
1971// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1972// 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.
1973// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1974enum ImGuiSliderFlags_
1975{
1976 ImGuiSliderFlags_None = 0,
1977 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.
1978 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).
1979 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1980 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1981 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.
1982 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.
1983 ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
1984 ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1985 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.
1986};
1987
1988// Identify a mouse button.
1989// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1990enum ImGuiMouseButton_
1991{
1992 ImGuiMouseButton_Left = 0,
1993 ImGuiMouseButton_Right = 1,
1994 ImGuiMouseButton_Middle = 2,
1995 ImGuiMouseButton_COUNT = 5
1996};
1997
1998// Enumeration for GetMouseCursor()
1999// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
2000enum ImGuiMouseCursor_
2001{
2002 ImGuiMouseCursor_None = -1,
2003 ImGuiMouseCursor_Arrow = 0,
2004 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
2005 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
2006 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
2007 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
2008 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
2009 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
2010 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
2011 ImGuiMouseCursor_Wait, // When waiting for something to process/load.
2012 ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
2013 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
2014 ImGuiMouseCursor_COUNT
2015};
2016
2017// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
2018// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
2019// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
2020// You can submit a change of pointer type using io.AddMouseSourceEvent().
2021enum ImGuiMouseSource : int
2022{
2023 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
2024 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
2025 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
2026 ImGuiMouseSource_COUNT
2027};
2028
2029// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
2030// Represent a condition.
2031// 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.
2032enum ImGuiCond_
2033{
2034 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
2035 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
2036 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
2037 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
2038 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
2039};
2040
2041//-----------------------------------------------------------------------------
2042// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
2043//-----------------------------------------------------------------------------
2044
2045// Flags for ImGui::BeginTable()
2046// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
2047// Read comments/demos carefully + experiment with live demos to get acquainted with them.
2048// - The DEFAULT sizing policies are:
2049// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
2050// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
2051// - When ScrollX is off:
2052// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
2053// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
2054// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
2055// - Stretch Columns will share the remaining width according to their respective weight.
2056// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
2057// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
2058// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
2059// - When ScrollX is on:
2060// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
2061// - Columns sizing policy allowed: Fixed/Auto mostly.
2062// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
2063// - 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.
2064// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2065// 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.
2066// - Read on documentation at the top of imgui_tables.cpp for details.
2067enum ImGuiTableFlags_
2068{
2069 // Features
2070 ImGuiTableFlags_None = 0,
2071 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
2072 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
2073 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
2074 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2075 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
2076 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
2077 // Decorations
2078 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)
2079 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
2080 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
2081 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
2082 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
2083 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
2084 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2085 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2086 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2087 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
2088 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2089 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
2090 // Sizing Policy (read above for defaults)
2091 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2092 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.
2093 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2094 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2095 // Sizing Extra Options
2096 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.
2097 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.
2098 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.
2099 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.
2100 // Clipping
2101 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().
2102 // Padding
2103 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2104 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2105 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2106 // Scrolling
2107 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.
2108 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2109 // Sorting
2110 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2111 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2112 // Miscellaneous
2113 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2114
2115 // [Internal] Combinations and masks
2116 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2117};
2118
2119// Flags for ImGui::TableSetupColumn()
2120enum ImGuiTableColumnFlags_
2121{
2122 // Input configuration flags
2123 ImGuiTableColumnFlags_None = 0,
2124 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)
2125 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2126 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2127 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2128 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2129 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2130 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2131 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2132 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2133 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2134 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2135 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2136 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.
2137 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2138 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2139 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2140 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2141 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2142 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2143
2144 // Output status flags, read-only via TableGetColumnFlags()
2145 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2146 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2147 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2148 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2149
2150 // [Internal] Combinations and masks
2151 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2152 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2153 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2154 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2155};
2156
2157// Flags for ImGui::TableNextRow()
2158enum ImGuiTableRowFlags_
2159{
2160 ImGuiTableRowFlags_None = 0,
2161 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2162};
2163
2164// Enum for ImGui::TableSetBgColor()
2165// Background colors are rendering in 3 layers:
2166// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2167// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2168// - Layer 2: draw with CellBg color if set.
2169// 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.
2170// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2171// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2172// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2173enum ImGuiTableBgTarget_
2174{
2175 ImGuiTableBgTarget_None = 0,
2176 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2177 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2178 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2179};
2180
2181// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2182// Obtained by calling TableGetSortSpecs().
2183// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2184// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2185struct ImGuiTableSortSpecs
2186{
2187 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2188 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2189 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2190
2191 ImGuiTableSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2192};
2193
2194// Sorting specification for one column of a table (sizeof == 12 bytes)
2195struct ImGuiTableColumnSortSpecs
2196{
2197 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2198 ImS16 ColumnIndex; // Index of the column
2199 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)
2200 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2201
2202 ImGuiTableColumnSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2203};
2204
2205//-----------------------------------------------------------------------------
2206// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2207//-----------------------------------------------------------------------------
2208
2209//-----------------------------------------------------------------------------
2210// Debug Logging into ShowDebugLogWindow(), tty and more.
2211//-----------------------------------------------------------------------------
2212
2213#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2214#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2215#else
2216#define IMGUI_DEBUG_LOG(...) ((void)0)
2217#endif
2218
2219//-----------------------------------------------------------------------------
2220// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2221// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2222// 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.
2223//-----------------------------------------------------------------------------
2224
2225struct ImNewWrapper {};
2226inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2227inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2228#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2229#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2230#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2231#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2232template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
2233
2234//-----------------------------------------------------------------------------
2235// ImVector<>
2236// 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).
2237//-----------------------------------------------------------------------------
2238// - 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.
2239// - We use std-like naming convention here, which is a little unusual for this codebase.
2240// - 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.
2241// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2242// 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.
2243//-----------------------------------------------------------------------------
2244
2245IM_MSVC_RUNTIME_CHECKS_OFF
2246template<typename T>
2247struct ImVector
2248{
2249 int Size;
2250 int Capacity;
2251 T* Data;
2252
2253 // Provide standard typedefs but we don't use them ourselves.
2254 typedef T value_type;
2255 typedef value_type* iterator;
2256 typedef const value_type* const_iterator;
2257
2258 // Constructors, destructor
2259 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2260 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2261 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2262 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2263
2264 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2265 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2266 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2267
2268 inline bool empty() const { return Size == 0; }
2269 inline int size() const { return Size; }
2270 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2271 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2272 inline int capacity() const { return Capacity; }
2273 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2274 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2275
2276 inline T* begin() { return Data; }
2277 inline const T* begin() const { return Data; }
2278 inline T* end() { return Data + Size; }
2279 inline const T* end() const { return Data + Size; }
2280 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2281 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2282 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2283 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2284 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; }
2285
2286 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2287 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
2288 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; }
2289 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
2290 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; }
2291 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; }
2292
2293 // 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.
2294 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++; }
2295 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2296 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
2297 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; }
2298 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; }
2299 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; }
2300 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; }
2301 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; }
2302 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; }
2303 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; }
2304 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; }
2305 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2306 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2307 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; }
2308};
2309IM_MSVC_RUNTIME_CHECKS_RESTORE
2310
2311//-----------------------------------------------------------------------------
2312// [SECTION] ImGuiStyle
2313//-----------------------------------------------------------------------------
2314// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2315// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2316// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2317//-----------------------------------------------------------------------------
2318
2319struct ImGuiStyle
2320{
2321 // Font scaling
2322 // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2323 float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2324 float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
2325 float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2326
2327 float Alpha; // Global alpha applies to everything in Dear ImGui.
2328 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2329 ImVec2 WindowPadding; // Padding within a window.
2330 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.
2331 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).
2332 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.
2333 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2334 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2335 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2336 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2337 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).
2338 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2339 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).
2340 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2341 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2342 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).
2343 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2344 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2345 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2346 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!
2347 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2348 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2349 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2350 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2351 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2352 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2353 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2354 float ImageBorderSize; // Thickness of border around Image() calls.
2355 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2356 float TabBorderSize; // Thickness of border around tabs.
2357 float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2358 float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2359 float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
2360 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.
2361 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2362 float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2363 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2364 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2365 ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2366 float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2367 float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
2368 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2369 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2370 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.
2371 float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2372 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2373 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.
2374 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2375 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).
2376 float DockingSeparatorSize; // Thickness of resizing border between docked windows
2377 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.
2378 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).
2379 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).
2380 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).
2381 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.
2382 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.
2383
2384 // Colors
2385 ImVec4 Colors[ImGuiCol_COUNT];
2386
2387 // Behaviors
2388 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2389 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2390 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2391 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2392 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2393 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2394
2395 // [Internal]
2396 float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
2397 float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
2398
2399 // Functions
2400 IMGUI_API ImGuiStyle();
2401 IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
2402
2403 // Obsolete names
2404#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2405 // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2406#endif
2407};
2408
2409//-----------------------------------------------------------------------------
2410// [SECTION] ImGuiIO
2411//-----------------------------------------------------------------------------
2412// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2413// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2414// It is generally expected that:
2415// - initialization: backends and user code writes to ImGuiIO.
2416// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2417//-----------------------------------------------------------------------------
2418// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2419//-----------------------------------------------------------------------------
2420
2421// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2422// 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.
2423struct ImGuiKeyData
2424{
2425 bool Down; // True for if key is down
2426 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2427 float DownDurationPrev; // Last frame duration the key has been down
2428 float AnalogValue; // 0.0f..1.0f for gamepad values
2429};
2430
2431struct ImGuiIO
2432{
2433 //------------------------------------------------------------------
2434 // Configuration // Default value
2435 //------------------------------------------------------------------
2436
2437 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2438 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2439 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2440 ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2441 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2442 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2443 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.
2444 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2445 void* UserData; // = NULL // Store your own data.
2446
2447 // Font system
2448 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2449 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2450 bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2451
2452 // Keyboard/Gamepad Navigation options
2453 bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2454 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.
2455 bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2456 bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2457 bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2458 bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2459 bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2460
2461 // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2462 bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2463 bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2464 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.
2465 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.
2466
2467 // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2468 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.
2469 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.
2470 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).
2471 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.
2472 bool ConfigViewportPlatformFocusSetsImGuiFocus; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
2473
2474 // DPI/Scaling options
2475 // This may keep evolving during 1.92.x releases. Expect some turbulence.
2476 bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
2477 bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
2478
2479 // Miscellaneous options
2480 // (you can visualize and interact with all options in 'Demo->Configuration')
2481 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.
2482 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.
2483 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.
2484 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2485 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2486 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.
2487 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)
2488 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2489 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.
2490 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.
2491 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2492
2493 // Inputs Behaviors
2494 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2495 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2496 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2497 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2498 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2499 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2500
2501 //------------------------------------------------------------------
2502 // Debug options
2503 //------------------------------------------------------------------
2504
2505 // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2506 // - Error recovery is provided as a way to facilitate:
2507 // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2508 // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2509 // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2510 // You not are not supposed to rely on it in the course of a normal application run.
2511 // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2512 // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2513 // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2514 // Otherwise it would severely hinder your ability to catch and correct mistakes!
2515 // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2516 // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2517 // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2518 // - 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.
2519 bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2520 bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2521 bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2522 bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2523
2524 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2525 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2526 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2527 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2528 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2529
2530 // Tools to detect code submitting items with conflicting/duplicate IDs
2531 // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2532 // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2533 // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2534 bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2535 bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2536
2537 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2538 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2539 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2540 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2541 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.
2542 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.
2543
2544 // Option to deactivate io.AddFocusEvent(false) handling.
2545 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2546 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2547 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2548
2549 // Option to audit .ini data
2550 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2551
2552 //------------------------------------------------------------------
2553 // Platform Identifiers
2554 // (the imgui_impl_xxxx backend files are setting those up for you)
2555 //------------------------------------------------------------------
2556
2557 // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2558 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2559 const char* BackendPlatformName; // = NULL
2560 const char* BackendRendererName; // = NULL
2561 void* BackendPlatformUserData; // = NULL // User data for platform backend
2562 void* BackendRendererUserData; // = NULL // User data for renderer backend
2563 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2564
2565 //------------------------------------------------------------------
2566 // Input - Call before calling NewFrame()
2567 //------------------------------------------------------------------
2568
2569 // Input Functions
2570 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)
2571 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.
2572 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)
2573 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2574 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.
2575 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2576 IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2577 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2578 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2579 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2580 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2581
2582 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.
2583 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.
2584 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2585 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2586 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2587#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2588 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2589#endif
2590
2591 //------------------------------------------------------------------
2592 // Output - Updated by NewFrame() or EndFrame()/Render()
2593 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2594 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2595 //------------------------------------------------------------------
2596
2597 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.).
2598 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.).
2599 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).
2600 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2601 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!
2602 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.
2603 bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2604 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.
2605 int MetricsRenderVertices; // Vertices output during last call to Render()
2606 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2607 int MetricsRenderWindows; // Number of visible windows
2608 int MetricsActiveWindows; // Number of active windows
2609 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.
2610
2611 //------------------------------------------------------------------
2612 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2613 //------------------------------------------------------------------
2614
2615 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2616
2617 // Main Input State
2618 // (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)
2619 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2620 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2621 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.
2622 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.
2623 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.
2624 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2625 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).
2626 bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
2627 bool KeyShift; // Keyboard modifier down: Shift
2628 bool KeyAlt; // Keyboard modifier down: Alt
2629 bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
2630
2631 // Other state maintained from data above + IO function calls
2632 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()
2633 ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2634 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2635 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2636 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2637 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2638 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2639 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2640 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2641 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2642 bool MouseReleased[5]; // Mouse button went from Down to !Down
2643 double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2644 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.
2645 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2646 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.
2647 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
2648 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2649 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2650 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2651 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2652 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.
2653 bool AppFocusLost; // Only modify via AddFocusEvent()
2654 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2655 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2656 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2657
2658 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2659 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2660 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2661 // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2662 // Read https://github.com/ocornut/imgui/issues/4921 for details.
2663 //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.
2664 //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.
2665 //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.
2666 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2667
2668#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2669 float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
2670
2671 // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2672 // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2673 const char* (*GetClipboardTextFn)(void* user_data);
2674 void (*SetClipboardTextFn)(void* user_data, const char* text);
2675 void* ClipboardUserData;
2676#endif
2677
2678 IMGUI_API ImGuiIO();
2679};
2680
2681//-----------------------------------------------------------------------------
2682// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2683//-----------------------------------------------------------------------------
2684
2685// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2686// The callback function should return 0 by default.
2687// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2688// - 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.
2689// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2690// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2691// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2692// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2693// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2694struct ImGuiInputTextCallbackData
2695{
2696 ImGuiContext* Ctx; // Parent UI context
2697 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2698 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2699 void* UserData; // What user passed to InputText() // Read-only
2700
2701 // Arguments for the different callback events
2702 // - During Resize callback, Buf will be same as your input buffer.
2703 // - 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.
2704 // - 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.
2705 // - 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.
2706 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;
2707 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2708 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2709 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()
2710 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
2711 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2712 int CursorPos; // // Read-write // [Completion,History,Always]
2713 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2714 int SelectionEnd; // // Read-write // [Completion,History,Always]
2715
2716 // Helper functions for text manipulation.
2717 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2718 IMGUI_API ImGuiInputTextCallbackData();
2719 IMGUI_API void DeleteChars(int pos, int bytes_count);
2720 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2721 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2722 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2723 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2724};
2725
2726// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2727// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2728struct ImGuiSizeCallbackData
2729{
2730 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2731 ImVec2 Pos; // Read-only. Window position, for reference.
2732 ImVec2 CurrentSize; // Read-only. Current window size.
2733 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2734};
2735
2736// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2737// Important: the content of this class is still highly WIP and likely to change and be refactored
2738// before we stabilize Docking features. Please be mindful if using this.
2739// Provide hints:
2740// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2741// - To the platform backend for OS level parent/child relationships of viewport.
2742// - To the docking system for various options and filtering.
2743struct ImGuiWindowClass
2744{
2745 ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2746 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.
2747 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.
2748 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.
2749 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.
2750 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.
2751 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!)
2752 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)
2753 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?
2754
2755 ImGuiWindowClass() { memset(s: this, c: 0, n: sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2756};
2757
2758// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2759struct ImGuiPayload
2760{
2761 // Members
2762 void* Data; // Data (copied and owned by dear imgui)
2763 int DataSize; // Data size
2764
2765 // [Internal]
2766 ImGuiID SourceId; // Source item id
2767 ImGuiID SourceParentId; // Source parent id (if available)
2768 int DataFrameCount; // Data timestamp
2769 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2770 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2771 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2772
2773 ImGuiPayload() { Clear(); }
2774 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2775 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
2776 bool IsPreview() const { return Preview; }
2777 bool IsDelivery() const { return Delivery; }
2778};
2779
2780//-----------------------------------------------------------------------------
2781// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2782//-----------------------------------------------------------------------------
2783
2784// Helper: Unicode defines
2785#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2786#ifdef IMGUI_USE_WCHAR32
2787#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2788#else
2789#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2790#endif
2791
2792// 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.
2793// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2794struct ImGuiOnceUponAFrame
2795{
2796 ImGuiOnceUponAFrame() { RefFrame = -1; }
2797 mutable int RefFrame;
2798 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2799};
2800
2801// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2802struct ImGuiTextFilter
2803{
2804 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2805 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2806 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2807 IMGUI_API void Build();
2808 void Clear() { InputBuf[0] = 0; Build(); }
2809 bool IsActive() const { return !Filters.empty(); }
2810
2811 // [Internal]
2812 struct ImGuiTextRange
2813 {
2814 const char* b;
2815 const char* e;
2816
2817 ImGuiTextRange() { b = e = NULL; }
2818 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2819 bool empty() const { return b == e; }
2820 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2821 };
2822 char InputBuf[256];
2823 ImVector<ImGuiTextRange>Filters;
2824 int CountGrep;
2825};
2826
2827// Helper: Growable text buffer for logging/accumulating text
2828// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2829struct ImGuiTextBuffer
2830{
2831 ImVector<char> Buf;
2832 IMGUI_API static char EmptyString[1];
2833
2834 ImGuiTextBuffer() { }
2835 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2836 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2837 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2838 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2839 bool empty() const { return Buf.Size <= 1; }
2840 void clear() { Buf.clear(); }
2841 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.
2842 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
2843 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2844 IMGUI_API void append(const char* str, const char* str_end = NULL);
2845 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2846 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2847};
2848
2849// [Internal] Key+Value for ImGuiStorage
2850struct ImGuiStoragePair
2851{
2852 ImGuiID key;
2853 union { int val_i; float val_f; void* val_p; };
2854 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2855 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2856 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2857};
2858
2859// Helper: Key->Value storage
2860// Typically you don't have to worry about this since a storage is held within each Window.
2861// We use it to e.g. store collapse state for a tree (Int 0/1)
2862// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2863// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2864// - 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).
2865// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2866// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2867struct ImGuiStorage
2868{
2869 // [Internal]
2870 ImVector<ImGuiStoragePair> Data;
2871
2872 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2873 // - Set***() functions find pair, insertion on demand if missing.
2874 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2875 void Clear() { Data.clear(); }
2876 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2877 IMGUI_API void SetInt(ImGuiID key, int val);
2878 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2879 IMGUI_API void SetBool(ImGuiID key, bool val);
2880 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2881 IMGUI_API void SetFloat(ImGuiID key, float val);
2882 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2883 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2884
2885 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2886 // - 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.
2887 // - 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)
2888 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2889 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2890 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2891 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2892 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2893
2894 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2895 IMGUI_API void BuildSortByKey();
2896 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2897 IMGUI_API void SetAllInt(int val);
2898
2899#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2900 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2901#endif
2902};
2903
2904// Helper: Manually clip large list of items.
2905// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2906// clipping based on visibility to only submit items that are in view.
2907// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2908// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2909// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2910// scale using lists with tens of thousands of items without a problem)
2911// Usage:
2912// ImGuiListClipper clipper;
2913// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2914// while (clipper.Step())
2915// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2916// ImGui::Text("line number %d", i);
2917// Generally what happens is:
2918// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2919// - User code submit that one element.
2920// - Clipper can measure the height of the first element
2921// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2922// - User code submit visible elements.
2923// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2924struct ImGuiListClipper
2925{
2926 ImGuiContext* Ctx; // Parent UI context
2927 int DisplayStart; // First item to display, updated by each call to Step()
2928 int DisplayEnd; // End of items to display (exclusive)
2929 int ItemsCount; // [Internal] Number of items
2930 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2931 double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2932 double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2933 void* TempData; // [Internal] Internal data
2934
2935 // 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)
2936 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2937 IMGUI_API ImGuiListClipper();
2938 IMGUI_API ~ImGuiListClipper();
2939 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2940 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2941 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2942
2943 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2944 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2945 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_begin: item_index, item_end: item_index + 1); }
2946 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.
2947
2948 // Seek cursor toward given item. This is automatically called while stepping.
2949 // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2950 // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2951 IMGUI_API void SeekCursorForItem(int item_index);
2952
2953#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2954 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2955 //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2956 //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]
2957#endif
2958};
2959
2960// Helpers: ImVec2/ImVec4 operators
2961// - It is important that we are keeping those disabled by default so they don't leak in user space.
2962// - 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)
2963// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2964// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
2965#ifdef IMGUI_DEFINE_MATH_OPERATORS
2966#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2967IM_MSVC_RUNTIME_CHECKS_OFF
2968// ImVec2 operators
2969inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2970inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2971inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2972inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2973inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2974inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2975inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2976inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2977inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2978inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2979inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2980inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2981inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2982inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2983inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2984// ImVec4 operators
2985inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
2986inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
2987inline 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); }
2988inline 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); }
2989inline 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); }
2990inline 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); }
2991inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
2992inline 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; }
2993inline 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; }
2994IM_MSVC_RUNTIME_CHECKS_RESTORE
2995#endif
2996
2997// Helpers macros to generate 32-bit encoded colors
2998// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2999// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
3000#ifndef IM_COL32_R_SHIFT
3001#ifdef IMGUI_USE_BGRA_PACKED_COLOR
3002#define IM_COL32_R_SHIFT 16
3003#define IM_COL32_G_SHIFT 8
3004#define IM_COL32_B_SHIFT 0
3005#define IM_COL32_A_SHIFT 24
3006#define IM_COL32_A_MASK 0xFF000000
3007#else
3008#define IM_COL32_R_SHIFT 0
3009#define IM_COL32_G_SHIFT 8
3010#define IM_COL32_B_SHIFT 16
3011#define IM_COL32_A_SHIFT 24
3012#define IM_COL32_A_MASK 0xFF000000
3013#endif
3014#endif
3015#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))
3016#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
3017#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
3018#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
3019
3020// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
3021// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
3022// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
3023// **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.
3024struct ImColor
3025{
3026 ImVec4 Value;
3027
3028 constexpr ImColor() { }
3029 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
3030 constexpr ImColor(const ImVec4& col) : Value(col) {}
3031 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)) {}
3032 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)) {}
3033 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
3034 inline operator ImVec4() const { return Value; }
3035
3036 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
3037 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; }
3038 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); }
3039};
3040
3041//-----------------------------------------------------------------------------
3042// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
3043//-----------------------------------------------------------------------------
3044
3045// Multi-selection system
3046// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
3047// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
3048// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
3049// with support for clipper (skipping non-visible items), box-select and many other details.
3050// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
3051// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
3052// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
3053// - In the spirit of Dear ImGui design, your code owns actual selection data.
3054// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
3055// About ImGuiSelectionBasicStorage:
3056// - This is an optional helper to store a selection state and apply selection requests.
3057// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
3058// Usage:
3059// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
3060// - Store and maintain actual selection data using persistent object identifiers.
3061// - Usage flow:
3062// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3063// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
3064// - (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.
3065// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
3066// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3067// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
3068// 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.
3069// About ImGuiSelectionUserData:
3070// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
3071// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
3072// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
3073// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
3074// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
3075// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
3076// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3077// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3078// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3079// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3080
3081// Flags for BeginMultiSelect()
3082enum ImGuiMultiSelectFlags_
3083{
3084 ImGuiMultiSelectFlags_None = 0,
3085 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!
3086 ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
3087 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.
3088 ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3089 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).
3090 ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
3091 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.
3092 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.
3093 ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
3094 ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
3095 ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
3096 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.
3097 ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3098 ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
3099 ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3100 //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.
3101 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.
3102};
3103
3104// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
3105// This mainly contains a list of selection requests.
3106// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
3107// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
3108// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
3109struct ImGuiMultiSelectIO
3110{
3111 //------------------------------------------// BeginMultiSelect / EndMultiSelect
3112 ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
3113 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.
3114 ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3115 bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
3116 bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3117 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.
3118};
3119
3120// Selection request type
3121enum ImGuiSelectionRequestType
3122{
3123 ImGuiSelectionRequestType_None = 0,
3124 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)
3125 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.
3126};
3127
3128// Selection request item
3129struct ImGuiSelectionRequest
3130{
3131 //------------------------------------------// BeginMultiSelect / EndMultiSelect
3132 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.
3133 bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3134 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.
3135 ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3136 ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3137};
3138
3139// Optional helper to store multi-selection state + apply multi-selection requests.
3140// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3141// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3142// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3143// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3144// To store a multi-selection, in your application you could:
3145// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3146// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3147// In ImGuiSelectionBasicStorage we:
3148// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3149// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3150// - use decently optimized logic to allow queries and insertion of very large selection sets.
3151// - do not preserve selection order.
3152// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3153// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3154// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3155struct ImGuiSelectionBasicStorage
3156{
3157 // Members
3158 int Size; // // Number of selected items, maintained by this helper.
3159 bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3160 void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3161 ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3162 int _SelectionOrder;// [Internal] Increasing counter to store selection order
3163 ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3164
3165 // Methods
3166 IMGUI_API ImGuiSelectionBasicStorage();
3167 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3168 IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3169 IMGUI_API void Clear(); // Clear selection
3170 IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3171 IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3172 IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3173 inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3174};
3175
3176// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3177// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3178struct ImGuiSelectionExternalStorage
3179{
3180 // Members
3181 void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3182 void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3183
3184 // Methods
3185 IMGUI_API ImGuiSelectionExternalStorage();
3186 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3187};
3188
3189//-----------------------------------------------------------------------------
3190// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3191// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3192//-----------------------------------------------------------------------------
3193
3194// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3195#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3196#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3197#endif
3198
3199// ImDrawIdx: vertex index. [Compile-time configurable type]
3200// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3201// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3202#ifndef ImDrawIdx
3203typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3204#endif
3205
3206// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3207// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3208// you can poke into the draw list for that! Draw callback may be useful for example to:
3209// A) Change your GPU render state,
3210// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3211// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3212// 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.
3213#ifndef ImDrawCallback
3214typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3215#endif
3216
3217// Special Draw callback value to request renderer backend to reset the graphics/render state.
3218// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3219// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3220// 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).
3221#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3222
3223// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3224// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3225// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3226// Backends made for <1.71. will typically ignore the VtxOffset fields.
3227// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3228struct ImDrawCmd
3229{
3230 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3231 ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3232 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.
3233 unsigned int IdxOffset; // 4 // Start offset in index buffer.
3234 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[].
3235 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3236 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.
3237 int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3238 int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3239
3240 ImDrawCmd() { memset(s: this, c: 0, n: sizeof(*this)); } // Also ensure our padding fields are zeroed
3241
3242 // 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)
3243 // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3244 inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID
3245};
3246
3247// Vertex layout
3248#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3249struct ImDrawVert
3250{
3251 ImVec2 pos;
3252 ImVec2 uv;
3253 ImU32 col;
3254};
3255#else
3256// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3257// 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.
3258// 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.
3259// 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.
3260IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3261#endif
3262
3263// [Internal] For use by ImDrawList
3264struct ImDrawCmdHeader
3265{
3266 ImVec4 ClipRect;
3267 ImTextureRef TexRef;
3268 unsigned int VtxOffset;
3269};
3270
3271// [Internal] For use by ImDrawListSplitter
3272struct ImDrawChannel
3273{
3274 ImVector<ImDrawCmd> _CmdBuffer;
3275 ImVector<ImDrawIdx> _IdxBuffer;
3276};
3277
3278// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3279// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3280struct ImDrawListSplitter
3281{
3282 int _Current; // Current channel number (0)
3283 int _Count; // Number of active channels (1+)
3284 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3285
3286 inline ImDrawListSplitter() { memset(s: this, c: 0, n: sizeof(*this)); }
3287 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3288 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3289 IMGUI_API void ClearFreeMemory();
3290 IMGUI_API void Split(ImDrawList* draw_list, int count);
3291 IMGUI_API void Merge(ImDrawList* draw_list);
3292 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3293};
3294
3295// Flags for ImDrawList functions
3296// (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)
3297enum ImDrawFlags_
3298{
3299 ImDrawFlags_None = 0,
3300 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3301 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3302 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3303 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3304 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3305 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3306 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3307 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3308 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3309 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3310 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3311 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3312 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3313};
3314
3315// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3316// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3317enum ImDrawListFlags_
3318{
3319 ImDrawListFlags_None = 0,
3320 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)
3321 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3322 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3323 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3324};
3325
3326// Draw command list
3327// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3328// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3329// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3330// access the current window draw list and draw custom primitives.
3331// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3332// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3333// 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!)
3334// 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.
3335struct ImDrawList
3336{
3337 // This is what you have to render
3338 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3339 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3340 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3341 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3342
3343 // [Internal, used while building lists]
3344 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3345 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3346 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3347 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3348 ImVector<ImVec2> _Path; // [Internal] current path building
3349 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3350 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3351 ImVector<ImVec4> _ClipRectStack; // [Internal]
3352 ImVector<ImTextureRef> _TextureStack; // [Internal]
3353 ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3354 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3355 const char* _OwnerName; // Pointer to owner window's name for debugging
3356
3357 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3358 // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3359 IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3360 IMGUI_API ~ImDrawList();
3361
3362 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)
3363 IMGUI_API void PushClipRectFullScreen();
3364 IMGUI_API void PopClipRect();
3365 IMGUI_API void PushTexture(ImTextureRef tex_ref);
3366 IMGUI_API void PopTexture();
3367 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3368 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3369
3370 // Primitives
3371 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3372 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3373 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3374 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3375 // In future versions we will use textures to provide cheaper and higher-quality circles.
3376 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3377 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3378 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)
3379 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)
3380 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);
3381 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3382 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3383 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3384 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3385 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3386 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3387 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3388 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3389 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3390 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3391 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3392 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);
3393 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)
3394 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)
3395
3396 // General polygon
3397 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3398 // - 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.
3399 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3400 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3401 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3402
3403 // Image primitives
3404 // - Read FAQ to understand what ImTextureID/ImTextureRef are.
3405 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3406 // - "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.
3407 IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3408 IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3409 IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3410
3411 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3412 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3413 // 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().
3414 inline void PathClear() { _Path.Size = 0; }
3415 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
3416 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); }
3417 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3418 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3419 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; }
3420 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3421 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
3422 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3423 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3424 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3425 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3426
3427 // Advanced: Draw Callbacks
3428 // - 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).
3429 // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3430 // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3431 // - 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.
3432 // - 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).
3433 // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3434 // - 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.
3435 // - 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*.
3436 IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3437
3438 // Advanced: Miscellaneous
3439 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
3440 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3441
3442 // Advanced: Channels
3443 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3444 // - 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)
3445 // - This API shouldn't have been in ImDrawList in the first place!
3446 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3447 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3448 inline void ChannelsSplit(int count) { _Splitter.Split(draw_list: this, count); }
3449 inline void ChannelsMerge() { _Splitter.Merge(draw_list: this); }
3450 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(draw_list: this, channel_idx: n); }
3451
3452 // Advanced: Primitives allocations
3453 // - We render triangles (three vertices)
3454 // - All primitives needs to be reserved via PrimReserve() beforehand.
3455 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3456 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3457 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3458 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3459 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);
3460 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3461 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3462 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3463
3464 // Obsolete names
3465#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3466 inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x
3467 inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x
3468#endif
3469 //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)
3470 //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)
3471 //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)
3472 //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)
3473 //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)
3474
3475 // [Internal helpers]
3476 IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
3477 IMGUI_API void _ResetForNewFrame();
3478 IMGUI_API void _ClearFreeMemory();
3479 IMGUI_API void _PopUnusedDrawCmd();
3480 IMGUI_API void _TryMergeDrawCmds();
3481 IMGUI_API void _OnChangedClipRect();
3482 IMGUI_API void _OnChangedTexture();
3483 IMGUI_API void _OnChangedVtxOffset();
3484 IMGUI_API void _SetTexture(ImTextureRef tex_ref);
3485 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3486 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3487 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3488};
3489
3490// All draw data to render a Dear ImGui frame
3491// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3492// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3493struct ImDrawData
3494{
3495 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3496 int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
3497 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3498 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3499 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3500 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)
3501 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3502 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3503 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3504 ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures.
3505
3506 // Functions
3507 ImDrawData() { Clear(); }
3508 IMGUI_API void Clear();
3509 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3510 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!
3511 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.
3512};
3513
3514//-----------------------------------------------------------------------------
3515// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3516//-----------------------------------------------------------------------------
3517// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3518// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3519// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3520//-----------------------------------------------------------------------------
3521
3522#undef Status // X11 headers are leaking this.
3523
3524// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3525// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3526enum ImTextureFormat
3527{
3528 ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3529 ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3530};
3531
3532// Status of a texture to communicate with Renderer Backend.
3533enum ImTextureStatus
3534{
3535 ImTextureStatus_OK,
3536 ImTextureStatus_Destroyed, // Backend destroyed the texture.
3537 ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
3538 ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3539 ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
3540};
3541
3542// Coordinates of a rectangle within a texture.
3543// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3544// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3545struct ImTextureRect
3546{
3547 unsigned short x, y; // Upper-left coordinates of rectangle to update
3548 unsigned short w, h; // Size of rectangle to update (in pixels)
3549};
3550
3551// Specs and pixel storage for a texture used by Dear ImGui.
3552// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3553// Renderer Backends will create a GPU-side version of this.
3554// Why does we store two identifiers: TexID and BackendUserData?
3555// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3556// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3557 // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3558struct ImTextureData
3559{
3560 //------------------------------------------ core / backend ---------------------------------------
3561 int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3562 ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3563 void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
3564 ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3565 ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3566 int Width; // w r // Texture width
3567 int Height; // w r // Texture height
3568 int BytesPerPixel; // w r // 4 or 1
3569 unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3570 ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
3571 ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
3572 ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
3573 int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3574 unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
3575 bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3576 bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3577
3578 // Functions
3579 ImTextureData() { memset(s: this, c: 0, n: sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
3580 ~ImTextureData() { DestroyPixels(); }
3581 IMGUI_API void Create(ImTextureFormat format, int w, int h);
3582 IMGUI_API void DestroyPixels();
3583 void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
3584 void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3585 int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
3586 int GetPitch() const { return Width * BytesPerPixel; }
3587 ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3588 ImTextureID GetTexID() const { return TexID; }
3589
3590 // Called by Renderer backend
3591 void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!
3592 void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!
3593};
3594
3595//-----------------------------------------------------------------------------
3596// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3597//-----------------------------------------------------------------------------
3598
3599// A font input/source (we may rename this to ImFontSource in the future)
3600struct ImFontConfig
3601{
3602 // Data Source
3603 char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
3604 void* FontData; // // TTF/OTF data
3605 int FontDataSize; // // TTF/OTF data size
3606 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3607
3608 // Options
3609 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.
3610 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.
3611 bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
3612 ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3613 ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3614 ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3615 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3616 const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3617 const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3618 //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3619 ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3620 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3621 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3622 float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3623 ImU32 FontNo; // 0 // Index of font within TTF/OTF file
3624 unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3625 //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.
3626 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.
3627 float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3628
3629 // [Internal]
3630 ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3631 ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3632 const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
3633 void* FontLoaderData; // Font loader opaque storage (per font config)
3634
3635 IMGUI_API ImFontConfig();
3636};
3637
3638// Hold rendering data for one glyph.
3639// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3640struct ImFontGlyph
3641{
3642 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)
3643 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3644 unsigned int SourceIdx : 4; // Index of source in parent font
3645 unsigned int Codepoint : 26; // 0x0000..0x10FFFF
3646 float AdvanceX; // Horizontal distance to advance cursor/layout position.
3647 float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
3648 float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3649 int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3650
3651 ImFontGlyph() { memset(s: this, c: 0, n: sizeof(*this)); PackId = -1; }
3652};
3653
3654// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3655// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3656struct ImFontGlyphRangesBuilder
3657{
3658 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3659
3660 ImFontGlyphRangesBuilder() { Clear(); }
3661 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); }
3662 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
3663 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
3664 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3665 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3666 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3667 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3668};
3669
3670// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3671// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3672typedef int ImFontAtlasRectId;
3673#define ImFontAtlasRectId_Invalid -1
3674
3675// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3676// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3677// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3678struct ImFontAtlasRect
3679{
3680 unsigned short x, y; // Position (in current texture)
3681 unsigned short w, h; // Size
3682 ImVec2 uv0, uv1; // UV coordinates (in current texture)
3683
3684 ImFontAtlasRect() { memset(s: this, c: 0, n: sizeof(*this)); }
3685};
3686
3687// Flags for ImFontAtlas build
3688enum ImFontAtlasFlags_
3689{
3690 ImFontAtlasFlags_None = 0,
3691 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3692 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3693 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).
3694};
3695
3696// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3697// - One or more fonts.
3698// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3699// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3700// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3701// It is the rendering backend responsibility to upload texture into your graphics API:
3702// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3703// - Backend then set ImTextureData's TexID and BackendUserData.
3704// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3705// Legacy path:
3706// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3707// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3708// Common pitfalls:
3709// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3710// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3711// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3712// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3713// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3714// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3715struct ImFontAtlas
3716{
3717 IMGUI_API ImFontAtlas();
3718 IMGUI_API ~ImFontAtlas();
3719 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3720 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3721 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3722 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3723 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3724 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
3725 IMGUI_API void RemoveFont(ImFont* font);
3726
3727 IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)
3728 IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
3729 IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
3730
3731 // As we are transitioning toward a new font system, we expect to obsolete those soon:
3732 IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3733 IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
3734 IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3735
3736#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3737 // Legacy path for build atlas + retrieving pixel data.
3738 // - 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().
3739 // - The pitch is always = Width * BytesPerPixels (1 or 4)
3740 // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3741 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3742 // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3743 // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3744 // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3745 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3746 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3747 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3748 void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
3749 void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3750 bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3751#endif
3752
3753 //-------------------------------------------
3754 // Glyph Ranges
3755 //-------------------------------------------
3756
3757 // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3758 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3759#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3760 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3761 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3762 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3763 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3764 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3765 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3766 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3767 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3768 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3769 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3770 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3771 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3772#endif
3773
3774 //-------------------------------------------
3775 // [ALPHA] Custom Rectangles/Glyphs API
3776 //-------------------------------------------
3777
3778 // Register and retrieve custom rectangles
3779 // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3780 // - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call)
3781 // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3782 // - VERY IMPORTANT:
3783 // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3784 // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3785 // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3786 // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3787 // - Read docs/FONTS.md for more details about using colorful icons.
3788 // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3789 // - (Pre-1.92 names) ------------> (1.92 names)
3790 // - GetCustomRectByIndex() --> Use GetCustomRect()
3791 // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3792 // - AddCustomRectRegular() --> Renamed to AddCustomRect()
3793 // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3794 // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3795 IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3796 IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3797 IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3798
3799 //-------------------------------------------
3800 // Members
3801 //-------------------------------------------
3802
3803 // Input
3804 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3805 ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3806 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).
3807 int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
3808 int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
3809 int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
3810 int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
3811 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3812
3813 // Output
3814 // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3815 // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
3816#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3817 ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
3818#else
3819 union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x
3820#endif
3821 ImTextureData* TexData; // Latest texture.
3822
3823 // [Internal]
3824 ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3825 bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3826 bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3827 bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3828 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
3829 ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3830 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
3831 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.
3832 ImVector<ImFontConfig> Sources; // Source/configuration data
3833 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3834 int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
3835 int FontNextUniqueID; // Next value to be stored in ImFont->FontID
3836 ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3837 ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3838 const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3839 const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
3840 void* FontLoaderData; // Font backend opaque storage
3841 unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3842 int RefCount; // Number of contexts using this atlas
3843 ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
3844
3845 // [Obsolete]
3846#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3847 // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
3848 ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
3849 inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(width: w, height: h); } // RENAMED in 1.92.X
3850 inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, out_r: &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X
3851 inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X
3852 IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig
3853 IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X
3854#endif
3855 //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.
3856 //int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height)
3857 //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X
3858 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3859 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3860};
3861
3862// Font runtime data for a given size
3863// Important: pointers to ImFontBaked are only valid for the current frame.
3864struct ImFontBaked
3865{
3866 // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3867 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).
3868 float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
3869 float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3870 float RasterizerDensity; // 4 // in // Density this is baked at
3871
3872 // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3873 ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3874 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3875 int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
3876
3877 // [Internal] Members: Cold
3878 float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3879 unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3880 unsigned int WantDestroy:1; // 0 // // Queued for destroy
3881 unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls.
3882 unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
3883 int LastUsedFrame; // 4 // // Record of that time this was bounds
3884 ImGuiID BakedId; // 4 // // Unique ID for this baked storage
3885 ImFont* ContainerFont; // 4-8 // in // Parent font
3886 void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
3887
3888 // Functions
3889 IMGUI_API ImFontBaked();
3890 IMGUI_API void ClearOutputData();
3891 IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
3892 IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
3893 IMGUI_API float GetCharAdvance(ImWchar c);
3894 IMGUI_API bool IsGlyphLoaded(ImWchar c);
3895};
3896
3897// Font flags
3898// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
3899enum ImFontFlags_
3900{
3901 ImFontFlags_None = 0,
3902 ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
3903 ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
3904 ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
3905};
3906
3907// Font runtime data and rendering
3908// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
3909// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.
3910// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
3911// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
3912struct ImFont
3913{
3914 // [Internal] Members: Hot ~12-20 bytes
3915 ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
3916 ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into.
3917 ImFontFlags Flags; // 4 // Font flags.
3918 float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
3919
3920 // [Internal] Members: Cold ~24-52 bytes
3921 // Conceptually Sources[] is the list of font sources merged to create this font.
3922 ImGuiID FontId; // Unique identifier for the font
3923 float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
3924 ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]
3925 ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
3926 ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3927 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.
3928 bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
3929 ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
3930#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3931 float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3932#endif
3933
3934 // Methods
3935 IMGUI_API ImFont();
3936 IMGUI_API ~ImFont();
3937 IMGUI_API bool IsGlyphInFont(ImWchar c);
3938 bool IsLoaded() const { return ContainerAtlas != NULL; }
3939 const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
3940
3941 // [Internal] Don't use!
3942 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3943 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3944 IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size
3945 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
3946 IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
3947 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
3948 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);
3949#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3950 inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(size: LegacySize * scale, text, text_end, wrap_width); }
3951#endif
3952
3953 // [Internal] Don't use!
3954 IMGUI_API void ClearOutputData();
3955 IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
3956 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3957};
3958
3959// This is provided for consistency (but we don't actually use this)
3960inline ImTextureID ImTextureRef::GetTexID() const
3961{
3962 IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
3963 return _TexData ? _TexData->TexID : _TexID;
3964}
3965
3966// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
3967inline ImTextureID ImDrawCmd::GetTexID() const
3968{
3969 // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
3970 // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
3971 ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
3972 if (TexRef._TexData != NULL)
3973 IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
3974 return tex_id;
3975}
3976
3977//-----------------------------------------------------------------------------
3978// [SECTION] Viewports
3979//-----------------------------------------------------------------------------
3980
3981// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3982enum ImGuiViewportFlags_
3983{
3984 ImGuiViewportFlags_None = 0,
3985 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3986 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3987 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
3988 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)
3989 ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3990 ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
3991 ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
3992 ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3993 ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3994 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!).
3995 ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
3996 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".
3997
3998 // Output status flags (from Platform)
3999 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.
4000 ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
4001};
4002
4003// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
4004// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
4005// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
4006// - About Main Area vs Work Area:
4007// - Main Area = entire viewport.
4008// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
4009// - Windows are generally trying to stay within the Work Area of their host viewport.
4010struct ImGuiViewport
4011{
4012 ImGuiID ID; // Unique identifier for the viewport
4013 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
4014 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
4015 ImVec2 Size; // Main Area: Size of the viewport.
4016 ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
4017 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
4018 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
4019 float DpiScale; // 1.0f = 96 DPI = No extra scale.
4020 ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
4021 ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
4022
4023 // Platform/Backend Dependent Data
4024 // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
4025 // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
4026 // by the same system and you may not need to use all the UserData/Handle fields.
4027 // The library never uses those fields, they are merely storage to facilitate backend implementation.
4028 void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
4029 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.
4030 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().
4031 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
4032 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.
4033 bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
4034 bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
4035 bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
4036
4037 ImGuiViewport() { memset(s: this, c: 0, n: sizeof(*this)); }
4038 ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
4039
4040 // Helpers
4041 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
4042 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
4043};
4044
4045//-----------------------------------------------------------------------------
4046// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
4047//-----------------------------------------------------------------------------
4048
4049// [BETA] (Optional) Multi-Viewport Support!
4050// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
4051//
4052// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
4053// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
4054// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
4055//
4056// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
4057// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
4058//
4059// About the coordinates system:
4060// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
4061// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
4062// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
4063//
4064// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
4065// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4066// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
4067// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4068// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4069//
4070// Steps to use multi-viewports in your application, when using a custom backend:
4071// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
4072// It's also an experimental feature, so some of the requirements may evolve.
4073// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
4074// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4075// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
4076// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
4077// Update ImGuiPlatformIO's Monitors list every frame.
4078// Update MousePos every frame, in absolute coordinates.
4079// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4080// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
4081// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4082//
4083// About ImGui::RenderPlatformWindowsDefault():
4084// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
4085// - You can check its simple source code to understand what it does.
4086// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
4087// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
4088// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
4089// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
4090// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
4091// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
4092// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
4093//-----------------------------------------------------------------------------
4094
4095// Access via ImGui::GetPlatformIO()
4096struct ImGuiPlatformIO
4097{
4098 IMGUI_API ImGuiPlatformIO();
4099
4100 //------------------------------------------------------------------
4101 // Input - Interface with OS and Platform backend (most common stuff)
4102 //------------------------------------------------------------------
4103
4104 // Optional: Access OS clipboard
4105 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
4106 const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
4107 void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
4108 void* Platform_ClipboardUserData;
4109
4110 // Optional: Open link/folder/file in OS Shell
4111 // (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
4112 bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
4113 void* Platform_OpenInShellUserData;
4114
4115 // 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)
4116 // (default to use native imm32 api on Windows)
4117 void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
4118 void* Platform_ImeUserData;
4119 //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
4120
4121 // Optional: Platform locale
4122 // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
4123 ImWchar Platform_LocaleDecimalPoint; // '.'
4124
4125 //------------------------------------------------------------------
4126 // Input - Interface with Renderer Backend
4127 //------------------------------------------------------------------
4128
4129 // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
4130 int Renderer_TextureMaxWidth;
4131 int Renderer_TextureMaxHeight;
4132
4133 // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
4134 void* Renderer_RenderState;
4135
4136 //------------------------------------------------------------------
4137 // Input - Interface with Platform & Renderer backends for Multi-Viewport support
4138 //------------------------------------------------------------------
4139
4140 // For reference, the second column shows which function are generally calling the Platform Functions:
4141 // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
4142 // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
4143 // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
4144 // R = ImGui::RenderPlatformWindowsDefault() ~ render
4145 // D = ImGui::DestroyPlatformWindows() ~ shutdown
4146 // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
4147
4148 // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
4149 // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
4150 // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
4151
4152 // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
4153 void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
4154 void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
4155 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
4156 void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
4157 ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
4158 void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
4159 ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
4160 ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES.
4161 void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
4162 bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
4163 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
4164 void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
4165 void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
4166 void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
4167 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().
4168 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().
4169 float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
4170 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.
4171 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.
4172 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).
4173
4174 // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
4175 void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
4176 void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
4177 void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
4178 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().
4179 void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
4180
4181 // (Optional) Monitor list
4182 // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
4183 // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
4184 ImVector<ImGuiPlatformMonitor> Monitors;
4185
4186 //------------------------------------------------------------------
4187 // Output
4188 //------------------------------------------------------------------
4189
4190 // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4191 // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4192 ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4193
4194 // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4195 // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
4196 ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
4197};
4198
4199// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
4200// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
4201struct ImGuiPlatformMonitor
4202{
4203 ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
4204 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.
4205 float DpiScale; // 1.0f = 96 DPI
4206 void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
4207 ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
4208};
4209
4210// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4211struct ImGuiPlatformImeData
4212{
4213 bool WantVisible; // A widget wants the IME to be visible.
4214 bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4215 ImVec2 InputPos; // Position of input cursor (for IME).
4216 float InputLineHeight; // Line height (for IME).
4217 ImGuiID ViewportId; // ID of platform window/viewport.
4218
4219 ImGuiPlatformImeData() { memset(s: this, c: 0, n: sizeof(*this)); }
4220};
4221
4222//-----------------------------------------------------------------------------
4223// [SECTION] Obsolete functions and types
4224// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
4225// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
4226//-----------------------------------------------------------------------------
4227
4228#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4229namespace ImGui
4230{
4231 // OBSOLETED in 1.92.0 (from June 2025)
4232 inline void PushFont(ImFont* font) { PushFont(font, font_size_base_unscaled: font ? font->LegacySize : 0.0f); }
4233 IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4234 // OBSOLETED in 1.91.9 (from February 2025)
4235 IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
4236 // OBSOLETED in 1.91.0 (from July 2024)
4237 inline void PushButtonRepeat(bool repeat) { PushItemFlag(option: ImGuiItemFlags_ButtonRepeat, enabled: repeat); }
4238 inline void PopButtonRepeat() { PopItemFlag(); }
4239 inline void PushTabStop(bool tab_stop) { PushItemFlag(option: ImGuiItemFlags_NoTabStop, enabled: !tab_stop); }
4240 inline void PopTabStop() { PopItemFlag(); }
4241 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()!
4242 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()!
4243 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()!
4244 // OBSOLETED in 1.90.0 (from September 2023)
4245 inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, child_flags: ImGuiChildFlags_FrameStyle, window_flags); }
4246 inline void EndChildFrame() { EndChild(); }
4247 //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
4248 //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
4249 inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
4250 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);
4251 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);
4252 // OBSOLETED in 1.89.7 (from June 2023)
4253 IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
4254
4255 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4256 //-- OBSOLETED in 1.89.4 (from March 2023)
4257 //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4258 //static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
4259 //-- OBSOLETED in 1.89 (from August 2022)
4260 //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.
4261 //-- OBSOLETED in 1.88 (from May 2022)
4262 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
4263 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
4264 //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
4265 //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!
4266 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
4267 //-- OBSOLETED in 1.86 (from November 2021)
4268 //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.
4269 //-- OBSOLETED in 1.85 (from August 2021)
4270 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4271 //-- OBSOLETED in 1.81 (from February 2021)
4272 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
4273 //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
4274 //static inline void ListBoxFooter() { EndListBox(); }
4275 //-- OBSOLETED in 1.79 (from August 2020)
4276 //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!
4277 //-- 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.
4278 //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)
4279 //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)
4280 //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)
4281 //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)
4282 //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)
4283 //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)
4284 //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)
4285 //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)
4286 //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)
4287 //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)
4288 //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)
4289 //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)
4290 //-- OBSOLETED in 1.77 and before
4291 //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)
4292 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
4293 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
4294 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
4295 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
4296 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
4297 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
4298 //-- OBSOLETED in 1.60 and before
4299 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
4300 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4301 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4302 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4303 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4304 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4305 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4306 //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().
4307 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4308 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4309 //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)
4310 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4311 //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.
4312 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4313 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4314 //-- OBSOLETED in 1.50 and before
4315 //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
4316 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
4317 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
4318 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
4319}
4320
4321//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect
4322// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
4323// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4324// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4325// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4326typedef ImFontAtlasRect ImFontAtlasCustomRect;
4327/*struct ImFontAtlasCustomRect
4328{
4329 unsigned short X, Y; // Output // Packed position in Atlas
4330 unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
4331 unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4332 unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4333 float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4334 ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4335 ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4336 ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4337 bool IsPacked() const { return X != 0xFFFF; }
4338};*/
4339
4340//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4341//typedef ImDrawFlags ImDrawCornerFlags;
4342//enum ImDrawCornerFlags_
4343//{
4344// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4345// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4346// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4347// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4348// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4349// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
4350// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4351// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4352// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4353// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4354//};
4355
4356// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4357// 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.
4358//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.
4359//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4360//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4361//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4362
4363#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
4364
4365#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4366
4367// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4368#ifdef IMGUI_DISABLE_METRICS_WINDOW
4369#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4370#endif
4371
4372//-----------------------------------------------------------------------------
4373
4374#if defined(__clang__)
4375#pragma clang diagnostic pop
4376#elif defined(__GNUC__)
4377#pragma GCC diagnostic pop
4378#endif
4379
4380#ifdef _MSC_VER
4381#pragma warning (pop)
4382#endif
4383
4384// Include imgui_user.h at the end of imgui.h
4385// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4386#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4387#ifdef IMGUI_USER_H_FILENAME
4388#include IMGUI_USER_H_FILENAME
4389#else
4390#include "imgui_user.h"
4391#endif
4392#endif
4393
4394#endif // #ifndef IMGUI_DISABLE
4395

source code of imgui/imgui.h