1// dear imgui, v1.90.5
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
9// Resources:
10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11// - Homepage ................... https://github.com/ocornut/imgui
12// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
13// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
18// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
19// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21// - Issues & support ........... https://github.com/ocornut/imgui/issues
22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23
24// For first-time users having issues compiling/linking/running/loading fonts:
25// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
26// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
27
28// Library Version
29// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
30#define IMGUI_VERSION "1.90.5"
31#define IMGUI_VERSION_NUM 19050
32#define IMGUI_HAS_TABLE
33#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
34#define IMGUI_HAS_DOCK // Docking WIP branch
35
36/*
37
38Index of this file:
39// [SECTION] Header mess
40// [SECTION] Forward declarations and basic types
41// [SECTION] Dear ImGui end-user API functions
42// [SECTION] Flags & Enumerations
43// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
44// [SECTION] Helpers: Memory allocations macros, ImVector<>
45// [SECTION] ImGuiStyle
46// [SECTION] ImGuiIO
47// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
48// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
49// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
50// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
51// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
52// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
53// [SECTION] Obsolete functions and types
54
55*/
56
57#pragma once
58
59// Configuration file with compile-time options
60// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
61#ifdef IMGUI_USER_CONFIG
62#include IMGUI_USER_CONFIG
63#endif
64#include "imconfig.h"
65
66#ifndef IMGUI_DISABLE
67
68//-----------------------------------------------------------------------------
69// [SECTION] Header mess
70//-----------------------------------------------------------------------------
71
72// Includes
73#include <float.h> // FLT_MIN, FLT_MAX
74#include <stdarg.h> // va_list, va_start, va_end
75#include <stddef.h> // ptrdiff_t, NULL
76#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
77
78// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
79// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
80// 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.
81#ifndef IMGUI_API
82#define IMGUI_API
83#endif
84#ifndef IMGUI_IMPL_API
85#define IMGUI_IMPL_API IMGUI_API
86#endif
87
88// Helper Macros
89#ifndef IM_ASSERT
90#include <assert.h>
91#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
92#endif
93#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
94#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
95#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
96
97// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
98// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
99// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
100#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
101#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
102#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
103#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
104#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
105#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
106#else
107#define IM_FMTARGS(FMT)
108#define IM_FMTLIST(FMT)
109#endif
110
111// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
112#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
113#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
114#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
115#else
116#define IM_MSVC_RUNTIME_CHECKS_OFF
117#define IM_MSVC_RUNTIME_CHECKS_RESTORE
118#endif
119
120// Warnings
121#ifdef _MSC_VER
122#pragma warning (push)
123#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
124#endif
125#if defined(__clang__)
126#pragma clang diagnostic push
127#if __has_warning("-Wunknown-warning-option")
128#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
129#endif
130#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
131#pragma clang diagnostic ignored "-Wold-style-cast"
132#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
133#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
134#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
135#elif defined(__GNUC__)
136#pragma GCC diagnostic push
137#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
138#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
139#endif
140
141//-----------------------------------------------------------------------------
142// [SECTION] Forward declarations and basic types
143//-----------------------------------------------------------------------------
144
145// Forward declarations
146struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
147struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
148struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
149struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
150struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
151struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
152struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
153struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
154struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
155struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
156struct ImFontConfig; // Configuration data when adding a font or merging fonts
157struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
158struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
159struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
160struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
161struct ImGuiIO; // Main configuration and I/O between your application and ImGui
162struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
163struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
164struct ImGuiListClipper; // Helper to manually clip large list of items
165struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
166struct ImGuiPayload; // User data payload for drag and drop operations
167struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
168struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
169struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
170struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
171struct ImGuiStorage; // Helper for key->value storage
172struct ImGuiStyle; // Runtime data for styling/colors
173struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
174struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
175struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
176struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
177struct 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
178struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
179
180// Enumerations
181// - 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)
182// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
183// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
184// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
185// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
186enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
187enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
188typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
189typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
190typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
191typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
192typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
193typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
194typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
195typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
196typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
197
198// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
199// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
200// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
201// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
202// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
203typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
204typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
205typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
206typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
207typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
208typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
209typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
210typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
211typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
212typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
213typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
214typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
215typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
216typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
217typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
218typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
219typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
220typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
221typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
222typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
223typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
224typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
225typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
226typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
227typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
228typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
229
230// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
231// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
232// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
233#ifndef ImTextureID
234typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
235#endif
236
237// ImDrawIdx: vertex index. [Compile-time configurable type]
238// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
239// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
240#ifndef ImDrawIdx
241typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
242#endif
243
244// Scalar data types
245typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
246typedef signed char ImS8; // 8-bit signed integer
247typedef unsigned char ImU8; // 8-bit unsigned integer
248typedef signed short ImS16; // 16-bit signed integer
249typedef unsigned short ImU16; // 16-bit unsigned integer
250typedef signed int ImS32; // 32-bit signed integer == int
251typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
252typedef signed long long ImS64; // 64-bit signed integer
253typedef unsigned long long ImU64; // 64-bit unsigned integer
254
255// Character types
256// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
257typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
258typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
259#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
260typedef ImWchar32 ImWchar;
261#else
262typedef ImWchar16 ImWchar;
263#endif
264
265// Callback and functions types
266typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
267typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
268typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
269typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
270
271// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
272// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
273// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
274IM_MSVC_RUNTIME_CHECKS_OFF
275struct ImVec2
276{
277 float x, y;
278 constexpr ImVec2() : x(0.0f), y(0.0f) { }
279 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
280 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.
281 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
282#ifdef IM_VEC2_CLASS_EXTRA
283 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.
284#endif
285};
286
287// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
288struct ImVec4
289{
290 float x, y, z, w;
291 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
292 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
293#ifdef IM_VEC4_CLASS_EXTRA
294 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.
295#endif
296};
297IM_MSVC_RUNTIME_CHECKS_RESTORE
298
299//-----------------------------------------------------------------------------
300// [SECTION] Dear ImGui end-user API functions
301// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
302//-----------------------------------------------------------------------------
303
304namespace ImGui
305{
306 // Context creation and access
307 // - 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.
308 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
309 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
310 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
311 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
312 IMGUI_API ImGuiContext* GetCurrentContext();
313 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
314
315 // Main
316 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
317 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
318 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
319 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!
320 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
321 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
322
323 // Demo, Debug, Information
324 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!
325 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
326 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
327 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.
328 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
329 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)
330 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
331 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
332 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
333 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)
334
335 // Styles
336 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
337 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
338 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
339
340 // Windows
341 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
342 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
343 // which clicking will set the boolean to false when clicked.
344 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
345 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
346 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
347 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
348 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
349 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
350 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
351 // - Note that the bottom of window stack always contains a window called "Debug".
352 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
353 IMGUI_API void End();
354
355 // Child Windows
356 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
357 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
358 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
359 // Consider updating your old code:
360 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
361 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
362 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
363 // == 0.0f: use remaining parent window size for this axis.
364 // > 0.0f: use specified size for this axis.
365 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
366 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
367 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
368 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
369 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
370 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
371 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
372 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
373 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
374 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
375 IMGUI_API void EndChild();
376
377 // Windows Utilities
378 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
379 IMGUI_API bool IsWindowAppearing();
380 IMGUI_API bool IsWindowCollapsed();
381 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
382 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.
383 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
384 IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
385 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
386 IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
387 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
388 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
389 IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
390
391 // Window manipulation
392 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
393 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.
394 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()
395 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.
396 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()
397 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
398 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
399 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
400 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.
401 IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
402 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.
403 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.
404 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
405 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
406 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
407 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
408 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.
409 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
410 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
411
412 // Content region
413 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
414 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
415 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
416 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
417 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
418 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
419
420 // Windows Scrolling
421 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
422 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
423 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
424 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
425 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
426 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
427 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
428 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
429 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.
430 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.
431 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.
432 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.
433
434 // Parameters stacks (shared)
435 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
436 IMGUI_API void PopFont();
437 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
438 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
439 IMGUI_API void PopStyleColor(int count = 1);
440 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
441 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
442 IMGUI_API void PopStyleVar(int count = 1);
443 IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
444 IMGUI_API void PopTabStop();
445 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
446 IMGUI_API void PopButtonRepeat();
447
448 // Parameters stacks (current window)
449 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).
450 IMGUI_API void PopItemWidth();
451 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)
452 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.
453 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
454 IMGUI_API void PopTextWrapPos();
455
456 // Style read access
457 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
458 IMGUI_API ImFont* GetFont(); // get current font
459 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
460 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
461 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
462 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
463 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
464 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.
465
466 // Layout cursor positioning
467 // - By "cursor" we mean the current output position.
468 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
469 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
470 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
471 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
472 // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
473 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
474 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
475 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
476 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
477 IMGUI_API float GetCursorPosX(); // [window-local] "
478 IMGUI_API float GetCursorPosY(); // [window-local] "
479 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
480 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
481 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
482 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
483
484 // Other layout functions
485 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
486 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.
487 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
488 IMGUI_API void Spacing(); // add vertical spacing.
489 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.
490 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
491 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
492 IMGUI_API void BeginGroup(); // lock horizontal starting position
493 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.)
494 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)
495 IMGUI_API float GetTextLineHeight(); // ~ FontSize
496 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
497 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
498 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
499
500 // ID stack/scopes
501 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
502 // - Those questions are answered and impacted by understanding of the ID stack system:
503 // - "Q: Why is my widget not reacting when I click on it?"
504 // - "Q: How can I have widgets with an empty label?"
505 // - "Q: How can I have multiple widgets with the same label?"
506 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
507 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
508 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
509 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
510 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
511 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
512 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
513 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
514 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
515 IMGUI_API void PopID(); // pop from the ID stack.
516 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
517 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
518 IMGUI_API ImGuiID GetID(const void* ptr_id);
519
520 // Widgets: Text
521 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.
522 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
523 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
524 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
525 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
526 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
527 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
528 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().
529 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
530 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
531 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
532 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
533 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
534 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
535
536 // Widgets: Main
537 // - Most widgets return true when the value has been changed or when pressed/selected
538 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
539 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
540 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
541 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.)
542 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
543 IMGUI_API bool Checkbox(const char* label, bool* v);
544 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
545 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
546 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
547 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
548 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
549 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
550
551 // Widgets: Images
552 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
553 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
554 // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
555 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
556 IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
557
558 // Widgets: Combo Box (Dropdown)
559 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
560 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
561 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
562 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
563 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
564 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"
565 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);
566
567 // Widgets: Drag Sliders
568 // - 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.
569 // - 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',
570 // 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
571 // - 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.
572 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
573 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
574 // - 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.
575 // - 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.
576 // - 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.
577 // - 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.
578 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
579 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
580 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);
581 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);
582 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);
583 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);
584 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
585 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);
586 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);
587 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);
588 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);
589 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);
590 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);
591
592 // Widgets: Regular Sliders
593 // - 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.
594 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
595 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
596 // - 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.
597 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
598 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.
599 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
600 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
601 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
602 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);
603 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
604 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
605 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
606 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
607 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);
608 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);
609 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);
610 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);
611 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);
612
613 // Widgets: Input with Keyboard
614 // - 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.
615 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
616 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
617 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);
618 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);
619 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);
620 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
621 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
622 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
623 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
624 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
625 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
626 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
627 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);
628 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);
629 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);
630
631 // 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.)
632 // - 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.
633 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
634 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
635 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
636 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
637 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
638 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.
639 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.
640
641 // Widgets: Trees
642 // - 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.
643 IMGUI_API bool TreeNode(const char* label);
644 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().
645 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
646 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
647 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
648 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
649 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
650 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
651 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
652 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
653 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.
654 IMGUI_API void TreePush(const void* ptr_id); // "
655 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
656 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
657 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().
658 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.
659 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
660
661 // Widgets: Selectables
662 // - A selectable highlights when hovered, and can display another color when selected.
663 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
664 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
665 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.
666
667 // Widgets: List Boxes
668 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
669 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
670 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
671 // - 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
672 // - 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
673 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
674 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
675 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
676 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);
677
678 // Widgets: Data Plotting
679 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
680 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));
681 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));
682 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));
683 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));
684
685 // Widgets: Value() Helpers.
686 // - 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)
687 IMGUI_API void Value(const char* prefix, bool b);
688 IMGUI_API void Value(const char* prefix, int v);
689 IMGUI_API void Value(const char* prefix, unsigned int v);
690 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
691
692 // Widgets: Menus
693 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
694 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
695 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
696 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
697 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
698 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
699 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
700 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
701 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
702 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
703 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
704 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
705
706 // Tooltips
707 // - Tooltips are windows following the mouse. They do not take focus away.
708 // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom.
709 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
710 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
711 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().
712 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
713
714 // Tooltips: helpers for showing a tooltip when hovering an item
715 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
716 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
717 // - 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'.
718 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
719 IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip().
720 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
721
722 // Popups, Modals
723 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
724 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
725 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
726 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
727 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
728 // - 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.
729 // This is sometimes leading to confusing mistakes. May rework this in the future.
730 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
731 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
732 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.
733 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.
734 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
735
736 // Popups: open/close functions
737 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
738 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
739 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
740 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
741 // - 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().
742 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
743 // - 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
744 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
745 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
746 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)
747 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
748
749 // Popups: open+begin combined functions helpers
750 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
751 // - They are convenient to easily create context menus, hence the name.
752 // - 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.
753 // - 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.
754 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!
755 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
756 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).
757
758 // Popups: query functions
759 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
760 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
761 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
762 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
763
764 // Tables
765 // - Full-featured replacement for old Columns API.
766 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
767 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
768 // The typical call flow is:
769 // - 1. Call BeginTable(), early out if returning false.
770 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
771 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
772 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
773 // - 5. Populate contents:
774 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
775 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
776 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
777 // TableNextColumn() will automatically wrap-around into the next row if needed.
778 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
779 // - Summary of possible call flow:
780 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
781 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
782 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
783 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
784 // - 5. Call EndTable()
785 IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
786 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
787 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
788 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.
789 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
790
791 // Tables: Headers & Columns declaration
792 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
793 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
794 // Headers are required to perform: reordering, sorting, and opening the context menu.
795 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
796 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
797 // some advanced use cases (e.g. adding custom widgets in header row).
798 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
799 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
800 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
801 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
802 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
803 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
804
805 // Tables: Sorting & Miscellaneous functions
806 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
807 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
808 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
809 // else you may wastefully sort your data every frame!
810 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
811 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().
812 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
813 IMGUI_API int TableGetColumnIndex(); // return current column index.
814 IMGUI_API int TableGetRowIndex(); // return current row index.
815 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.
816 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.
817 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)
818 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.
819
820 // Legacy Columns API (prefer using Tables!)
821 // - You can also use SameLine(pos_x) to mimic simplified columns.
822 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
823 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
824 IMGUI_API int GetColumnIndex(); // get current column index
825 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
826 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
827 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
828 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
829 IMGUI_API int GetColumnsCount();
830
831 // Tab Bars, Tabs
832 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
833 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
834 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
835 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
836 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
837 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.
838 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.
839
840 // Docking
841 // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
842 // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
843 // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
844 // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
845 // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
846 // About dockspaces:
847 // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
848 // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
849 // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
850 // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
851 // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
852 // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
853 IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
854 IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
855 IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
856 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)
857 IMGUI_API ImGuiID GetWindowDockID();
858 IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
859
860 // Logging/Capture
861 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
862 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
863 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
864 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
865 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
866 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
867 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
868 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
869
870 // Drag and Drop
871 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
872 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
873 // - 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)
874 // - An item can be both drag source and drop target.
875 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()
876 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.
877 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
878 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
879 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.
880 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
881 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.
882
883 // Disabling [BETA API]
884 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
885 // - 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)
886 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
887 IMGUI_API void BeginDisabled(bool disabled = true);
888 IMGUI_API void EndDisabled();
889
890 // Clipping
891 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
892 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
893 IMGUI_API void PopClipRect();
894
895 // Focus, Activation
896 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
897 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
898 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.
899
900 // Overlapping mode
901 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.
902
903 // Item/Widgets Utilities and Query Functions
904 // - Most of the functions are referring to the previous Item that has been submitted.
905 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
906 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.
907 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)
908 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
909 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.
910 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
911 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.
912 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
913 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.
914 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).
915 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
916 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
917 IMGUI_API bool IsAnyItemActive(); // is any item active?
918 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
919 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
920 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
921 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
922 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
923
924 // Viewports
925 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
926 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
927 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
928 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
929
930 // Background/Foreground Draw Lists
931 IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the 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.
932 IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
933 IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
934 IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
935
936 // Miscellaneous Utilities
937 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
938 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.
939 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
940 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
941 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
942 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
943 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)
944 IMGUI_API ImGuiStorage* GetStateStorage();
945
946 // Text Utilities
947 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
948
949 // Color Utilities
950 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
951 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
952 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
953 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
954
955 // Inputs Utilities: Keyboard/Mouse/Gamepad
956 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
957 // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
958 // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
959 // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
960 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
961 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
962 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
963 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.
964 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
965 IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
966 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.
967
968 // Inputs Utilities: Mouse specific
969 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
970 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
971 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
972 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
973 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
974 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
975 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)
976 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
977 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.
978 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
979 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.
980 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
981 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)
982 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
983 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 (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
984 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
985 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
986 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
987 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
988
989 // Clipboard Utilities
990 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
991 IMGUI_API const char* GetClipboardText();
992 IMGUI_API void SetClipboardText(const char* text);
993
994 // Settings/.Ini Utilities
995 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
996 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
997 // - 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).
998 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
999 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.
1000 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).
1001 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.
1002
1003 // Debug Utilities
1004 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1005 IMGUI_API void DebugTextEncoding(const char* text);
1006 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1007 IMGUI_API void DebugStartItemPicker();
1008 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.
1009
1010 // Memory Allocators
1011 // - Those functions are not reliant on the current context.
1012 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1013 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1014 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1015 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1016 IMGUI_API void* MemAlloc(size_t size);
1017 IMGUI_API void MemFree(void* ptr);
1018
1019 // (Optional) Platform/OS interface for multi-viewport support
1020 // Read comments around the ImGuiPlatformIO structure for more details.
1021 // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1022 IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
1023 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.
1024 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.
1025 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().
1026 IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
1027 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.)
1028
1029} // namespace ImGui
1030
1031//-----------------------------------------------------------------------------
1032// [SECTION] Flags & Enumerations
1033//-----------------------------------------------------------------------------
1034
1035// Flags for ImGui::Begin()
1036// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1037enum ImGuiWindowFlags_
1038{
1039 ImGuiWindowFlags_None = 0,
1040 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1041 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1042 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1043 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1044 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.
1045 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).
1046 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1047 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1048 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1049 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1050 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1051 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.
1052 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1053 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1054 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1055 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1056 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1057 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1058 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.
1059 ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1060 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1061 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1062 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1063
1064 // [Internal]
1065 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1066 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1067 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1068 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1069 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1070 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1071 ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
1072
1073 // Obsolete names
1074#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1075 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1076#endif
1077};
1078
1079// Flags for ImGui::BeginChild()
1080// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
1081// About using AutoResizeX/AutoResizeY flags:
1082// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1083// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1084// - 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.
1085// 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.
1086// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1087// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1088enum ImGuiChildFlags_
1089{
1090 ImGuiChildFlags_None = 0,
1091 ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1092 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)
1093 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1094 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1095 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1096 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1097 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.
1098 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1099};
1100
1101// Flags for ImGui::InputText()
1102// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1103enum ImGuiInputTextFlags_
1104{
1105 ImGuiInputTextFlags_None = 0,
1106 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1107 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1108 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
1109 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
1110 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
1111 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1112 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
1113 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1114 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1115 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1116 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1117 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
1118 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1119 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1120 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1121 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1122 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().
1123 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1124 ImGuiInputTextFlags_CallbackResize = 1 << 18, // 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)
1125 ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1126 ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1127
1128 // Obsolete names
1129 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1130};
1131
1132// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1133enum ImGuiTreeNodeFlags_
1134{
1135 ImGuiTreeNodeFlags_None = 0,
1136 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1137 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1138 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1139 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1140 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1141 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1142 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1143 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
1144 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1145 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!
1146 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().
1147 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. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
1148 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1149 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column)
1150 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1151 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1152 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1153
1154#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1155 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1156#endif
1157};
1158
1159// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1160// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1161// 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.
1162// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1163// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1164// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1165// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1166// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1167enum ImGuiPopupFlags_
1168{
1169 ImGuiPopupFlags_None = 0,
1170 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1171 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1172 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1173 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1174 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1175 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1176 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1177 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1178 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1179 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1180 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1181 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1182};
1183
1184// Flags for ImGui::Selectable()
1185enum ImGuiSelectableFlags_
1186{
1187 ImGuiSelectableFlags_None = 0,
1188 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1189 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1190 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1191 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1192 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1193
1194#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1195 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1196#endif
1197};
1198
1199// Flags for ImGui::BeginCombo()
1200enum ImGuiComboFlags_
1201{
1202 ImGuiComboFlags_None = 0,
1203 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1204 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()
1205 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1206 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1207 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1208 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1209 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1210 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1211 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1212};
1213
1214// Flags for ImGui::BeginTabBar()
1215enum ImGuiTabBarFlags_
1216{
1217 ImGuiTabBarFlags_None = 0,
1218 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1219 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1220 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1221 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.
1222 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1223 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1224 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1225 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1226 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1227 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1228};
1229
1230// Flags for ImGui::BeginTabItem()
1231enum ImGuiTabItemFlags_
1232{
1233 ImGuiTabItemFlags_None = 0,
1234 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1235 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1236 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.
1237 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1238 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1239 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1240 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1241 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1242 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.
1243};
1244
1245// Flags for ImGui::IsWindowFocused()
1246enum ImGuiFocusedFlags_
1247{
1248 ImGuiFocusedFlags_None = 0,
1249 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1250 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1251 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!
1252 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1253 ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1254 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1255};
1256
1257// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1258// 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!
1259// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1260enum ImGuiHoveredFlags_
1261{
1262 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.
1263 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1264 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1265 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1266 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)
1267 ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1268 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1269 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1270 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1271 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1272 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1273 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1274 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1275 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1276 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1277 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1278
1279 // Tooltips mode
1280 // - typically used in IsItemHovered() + SetTooltip() sequence.
1281 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1282 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1283 // - 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.
1284 // - 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.
1285 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1286
1287 // (Advanced) Mouse Hovering delays.
1288 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1289 // - use those if you need specific overrides.
1290 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.
1291 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1292 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).
1293 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).
1294 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)
1295};
1296
1297// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1298// (Some flags can be applied to individual nodes directly)
1299// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1300enum ImGuiDockNodeFlags_
1301{
1302 ImGuiDockNodeFlags_None = 0,
1303 ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1304 //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1305 ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1306 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.
1307 ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1308 ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1309 ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1310 ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1311
1312#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1313 ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1314 ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1315#endif
1316};
1317
1318// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1319enum ImGuiDragDropFlags_
1320{
1321 ImGuiDragDropFlags_None = 0,
1322 // BeginDragDropSource() flags
1323 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.
1324 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.
1325 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.
1326 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.
1327 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.
1328 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1329 // AcceptDragDropPayload() flags
1330 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.
1331 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1332 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1333 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1334};
1335
1336// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1337#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1338#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1339
1340// A primary data type
1341enum ImGuiDataType_
1342{
1343 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1344 ImGuiDataType_U8, // unsigned char
1345 ImGuiDataType_S16, // short
1346 ImGuiDataType_U16, // unsigned short
1347 ImGuiDataType_S32, // int
1348 ImGuiDataType_U32, // unsigned int
1349 ImGuiDataType_S64, // long long / __int64
1350 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1351 ImGuiDataType_Float, // float
1352 ImGuiDataType_Double, // double
1353 ImGuiDataType_COUNT
1354};
1355
1356// A cardinal direction
1357enum ImGuiDir_
1358{
1359 ImGuiDir_None = -1,
1360 ImGuiDir_Left = 0,
1361 ImGuiDir_Right = 1,
1362 ImGuiDir_Up = 2,
1363 ImGuiDir_Down = 3,
1364 ImGuiDir_COUNT
1365};
1366
1367// A sorting direction
1368enum ImGuiSortDirection_
1369{
1370 ImGuiSortDirection_None = 0,
1371 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1372 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1373};
1374
1375// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1376#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1377#define IMGUI_DISABLE_OBSOLETE_KEYIO
1378#endif
1379
1380// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1381// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1382// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1383// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1384// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1385// 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.
1386enum ImGuiKey : int
1387{
1388 // Keyboard
1389 ImGuiKey_None = 0,
1390 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1391 ImGuiKey_LeftArrow,
1392 ImGuiKey_RightArrow,
1393 ImGuiKey_UpArrow,
1394 ImGuiKey_DownArrow,
1395 ImGuiKey_PageUp,
1396 ImGuiKey_PageDown,
1397 ImGuiKey_Home,
1398 ImGuiKey_End,
1399 ImGuiKey_Insert,
1400 ImGuiKey_Delete,
1401 ImGuiKey_Backspace,
1402 ImGuiKey_Space,
1403 ImGuiKey_Enter,
1404 ImGuiKey_Escape,
1405 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1406 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1407 ImGuiKey_Menu,
1408 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1409 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1410 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1411 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1412 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1413 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1414 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1415 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1416 ImGuiKey_Apostrophe, // '
1417 ImGuiKey_Comma, // ,
1418 ImGuiKey_Minus, // -
1419 ImGuiKey_Period, // .
1420 ImGuiKey_Slash, // /
1421 ImGuiKey_Semicolon, // ;
1422 ImGuiKey_Equal, // =
1423 ImGuiKey_LeftBracket, // [
1424 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1425 ImGuiKey_RightBracket, // ]
1426 ImGuiKey_GraveAccent, // `
1427 ImGuiKey_CapsLock,
1428 ImGuiKey_ScrollLock,
1429 ImGuiKey_NumLock,
1430 ImGuiKey_PrintScreen,
1431 ImGuiKey_Pause,
1432 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1433 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1434 ImGuiKey_KeypadDecimal,
1435 ImGuiKey_KeypadDivide,
1436 ImGuiKey_KeypadMultiply,
1437 ImGuiKey_KeypadSubtract,
1438 ImGuiKey_KeypadAdd,
1439 ImGuiKey_KeypadEnter,
1440 ImGuiKey_KeypadEqual,
1441 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1442 ImGuiKey_AppForward,
1443
1444 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1445 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1446 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1447 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1448 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1449 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1450 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1451 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1452 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1453 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1454 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1455 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1456 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1457 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1458 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1459 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1460 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1461 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1462 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1463 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1464 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1465 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1466 ImGuiKey_GamepadRStickLeft, // [Analog]
1467 ImGuiKey_GamepadRStickRight, // [Analog]
1468 ImGuiKey_GamepadRStickUp, // [Analog]
1469 ImGuiKey_GamepadRStickDown, // [Analog]
1470
1471 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1472 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1473 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1474
1475 // [Internal] Reserved for mod storage
1476 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1477 ImGuiKey_COUNT,
1478
1479 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1480 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1481 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1482 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1483 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1484 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1485 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1486 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1487 ImGuiMod_None = 0,
1488 ImGuiMod_Ctrl = 1 << 12, // Ctrl
1489 ImGuiMod_Shift = 1 << 13, // Shift
1490 ImGuiMod_Alt = 1 << 14, // Option/Menu
1491 ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
1492 ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
1493 ImGuiMod_Mask_ = 0xF800, // 5-bits
1494
1495 // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1496 // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1497 // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1498 ImGuiKey_NamedKey_BEGIN = 512,
1499 ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1500 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1501#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1502 ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1503 ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1504#else
1505 ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1506 ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1507#endif
1508
1509#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1510 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1511 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1512#endif
1513};
1514
1515#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1516// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1517// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1518// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1519enum ImGuiNavInput
1520{
1521 ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1522 ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1523 ImGuiNavInput_COUNT,
1524};
1525#endif
1526
1527// Configuration flags stored in io.ConfigFlags. Set by user/application.
1528enum ImGuiConfigFlags_
1529{
1530 ImGuiConfigFlags_None = 0,
1531 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1532 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1533 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1534 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1535 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1536 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.
1537
1538 // [BETA] Docking
1539 ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags.
1540
1541 // [BETA] Viewports
1542 // 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.
1543 ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1544 ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
1545 ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
1546
1547 // 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)
1548 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1549 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1550};
1551
1552// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1553enum ImGuiBackendFlags_
1554{
1555 ImGuiBackendFlags_None = 0,
1556 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1557 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1558 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1559 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1560
1561 // [BETA] Viewports
1562 ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
1563 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.
1564 ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
1565};
1566
1567// Enumeration for PushStyleColor() / PopStyleColor()
1568enum ImGuiCol_
1569{
1570 ImGuiCol_Text,
1571 ImGuiCol_TextDisabled,
1572 ImGuiCol_WindowBg, // Background of normal windows
1573 ImGuiCol_ChildBg, // Background of child windows
1574 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1575 ImGuiCol_Border,
1576 ImGuiCol_BorderShadow,
1577 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1578 ImGuiCol_FrameBgHovered,
1579 ImGuiCol_FrameBgActive,
1580 ImGuiCol_TitleBg, // Title bar
1581 ImGuiCol_TitleBgActive, // Title bar when focused
1582 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1583 ImGuiCol_MenuBarBg,
1584 ImGuiCol_ScrollbarBg,
1585 ImGuiCol_ScrollbarGrab,
1586 ImGuiCol_ScrollbarGrabHovered,
1587 ImGuiCol_ScrollbarGrabActive,
1588 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1589 ImGuiCol_SliderGrab,
1590 ImGuiCol_SliderGrabActive,
1591 ImGuiCol_Button,
1592 ImGuiCol_ButtonHovered,
1593 ImGuiCol_ButtonActive,
1594 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1595 ImGuiCol_HeaderHovered,
1596 ImGuiCol_HeaderActive,
1597 ImGuiCol_Separator,
1598 ImGuiCol_SeparatorHovered,
1599 ImGuiCol_SeparatorActive,
1600 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1601 ImGuiCol_ResizeGripHovered,
1602 ImGuiCol_ResizeGripActive,
1603 ImGuiCol_Tab, // TabItem in a TabBar
1604 ImGuiCol_TabHovered,
1605 ImGuiCol_TabActive,
1606 ImGuiCol_TabUnfocused,
1607 ImGuiCol_TabUnfocusedActive,
1608 ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1609 ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1610 ImGuiCol_PlotLines,
1611 ImGuiCol_PlotLinesHovered,
1612 ImGuiCol_PlotHistogram,
1613 ImGuiCol_PlotHistogramHovered,
1614 ImGuiCol_TableHeaderBg, // Table header background
1615 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1616 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1617 ImGuiCol_TableRowBg, // Table row background (even rows)
1618 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1619 ImGuiCol_TextSelectedBg,
1620 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1621 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1622 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1623 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1624 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1625 ImGuiCol_COUNT
1626};
1627
1628// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1629// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1630// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1631// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1632// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1633// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1634// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1635// - 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.
1636enum ImGuiStyleVar_
1637{
1638 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1639 ImGuiStyleVar_Alpha, // float Alpha
1640 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1641 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1642 ImGuiStyleVar_WindowRounding, // float WindowRounding
1643 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1644 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1645 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1646 ImGuiStyleVar_ChildRounding, // float ChildRounding
1647 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1648 ImGuiStyleVar_PopupRounding, // float PopupRounding
1649 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1650 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1651 ImGuiStyleVar_FrameRounding, // float FrameRounding
1652 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1653 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1654 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1655 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1656 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1657 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1658 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1659 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1660 ImGuiStyleVar_GrabRounding, // float GrabRounding
1661 ImGuiStyleVar_TabRounding, // float TabRounding
1662 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1663 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1664 ImGuiStyleVar_TableAngledHeadersAngle,// float TableAngledHeadersAngle
1665 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1666 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1667 ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize
1668 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1669 ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding
1670 ImGuiStyleVar_DockingSeparatorSize,// float DockingSeparatorSize
1671 ImGuiStyleVar_COUNT
1672};
1673
1674// Flags for InvisibleButton() [extended in imgui_internal.h]
1675enum ImGuiButtonFlags_
1676{
1677 ImGuiButtonFlags_None = 0,
1678 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1679 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1680 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1681
1682 // [Internal]
1683 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1684 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1685};
1686
1687// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1688enum ImGuiColorEditFlags_
1689{
1690 ImGuiColorEditFlags_None = 0,
1691 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1692 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1693 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1694 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1695 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1696 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1697 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1698 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1699 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1700 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1701
1702 // User Options (right-click on widget to change some of them).
1703 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1704 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1705 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1706 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).
1707 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.
1708 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1709 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1710 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1711 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.
1712 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1713 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1714 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1715 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1716
1717 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1718 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1719 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1720
1721 // [Internal] Masks
1722 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1723 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1724 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1725 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1726
1727 // Obsolete names
1728 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1729};
1730
1731// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1732// 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.
1733// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1734enum ImGuiSliderFlags_
1735{
1736 ImGuiSliderFlags_None = 0,
1737 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1738 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.
1739 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)
1740 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1741 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.
1742
1743 // Obsolete names
1744 //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1745};
1746
1747// Identify a mouse button.
1748// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1749enum ImGuiMouseButton_
1750{
1751 ImGuiMouseButton_Left = 0,
1752 ImGuiMouseButton_Right = 1,
1753 ImGuiMouseButton_Middle = 2,
1754 ImGuiMouseButton_COUNT = 5
1755};
1756
1757// Enumeration for GetMouseCursor()
1758// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1759enum ImGuiMouseCursor_
1760{
1761 ImGuiMouseCursor_None = -1,
1762 ImGuiMouseCursor_Arrow = 0,
1763 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1764 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1765 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1766 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1767 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1768 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1769 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1770 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1771 ImGuiMouseCursor_COUNT
1772};
1773
1774// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1775// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1776// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1777// You can submit a change of pointer type using io.AddMouseSourceEvent().
1778enum ImGuiMouseSource : int
1779{
1780 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1781 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1782 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1783 ImGuiMouseSource_COUNT
1784};
1785
1786// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1787// Represent a condition.
1788// 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.
1789enum ImGuiCond_
1790{
1791 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1792 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1793 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1794 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1795 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1796};
1797
1798//-----------------------------------------------------------------------------
1799// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1800//-----------------------------------------------------------------------------
1801
1802// Flags for ImGui::BeginTable()
1803// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1804// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1805// - The DEFAULT sizing policies are:
1806// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1807// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1808// - When ScrollX is off:
1809// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1810// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1811// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1812// - Stretch Columns will share the remaining width according to their respective weight.
1813// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1814// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1815// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1816// - When ScrollX is on:
1817// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1818// - Columns sizing policy allowed: Fixed/Auto mostly.
1819// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1820// - 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.
1821// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1822// 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.
1823// - Read on documentation at the top of imgui_tables.cpp for details.
1824enum ImGuiTableFlags_
1825{
1826 // Features
1827 ImGuiTableFlags_None = 0,
1828 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1829 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1830 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1831 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1832 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1833 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1834 // Decorations
1835 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)
1836 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1837 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1838 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1839 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1840 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1841 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1842 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1843 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1844 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1845 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1846 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
1847 // Sizing Policy (read above for defaults)
1848 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1849 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.
1850 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1851 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1852 // Sizing Extra Options
1853 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.
1854 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.
1855 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.
1856 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.
1857 // Clipping
1858 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().
1859 // Padding
1860 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1861 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1862 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1863 // Scrolling
1864 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.
1865 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1866 // Sorting
1867 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1868 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1869 // Miscellaneous
1870 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1871
1872 // [Internal] Combinations and masks
1873 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1874};
1875
1876// Flags for ImGui::TableSetupColumn()
1877enum ImGuiTableColumnFlags_
1878{
1879 // Input configuration flags
1880 ImGuiTableColumnFlags_None = 0,
1881 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)
1882 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1883 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1884 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1885 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1886 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1887 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1888 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1889 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1890 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1891 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1892 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1893 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
1894 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1895 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1896 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1897 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1898 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1899 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1900
1901 // Output status flags, read-only via TableGetColumnFlags()
1902 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1903 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1904 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1905 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1906
1907 // [Internal] Combinations and masks
1908 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1909 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1910 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1911 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1912};
1913
1914// Flags for ImGui::TableNextRow()
1915enum ImGuiTableRowFlags_
1916{
1917 ImGuiTableRowFlags_None = 0,
1918 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1919};
1920
1921// Enum for ImGui::TableSetBgColor()
1922// Background colors are rendering in 3 layers:
1923// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1924// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1925// - Layer 2: draw with CellBg color if set.
1926// 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.
1927// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1928// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1929// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1930enum ImGuiTableBgTarget_
1931{
1932 ImGuiTableBgTarget_None = 0,
1933 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1934 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1935 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1936};
1937
1938// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1939// Obtained by calling TableGetSortSpecs().
1940// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1941// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1942struct ImGuiTableSortSpecs
1943{
1944 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1945 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1946 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
1947
1948 ImGuiTableSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
1949};
1950
1951// Sorting specification for one column of a table (sizeof == 12 bytes)
1952struct ImGuiTableColumnSortSpecs
1953{
1954 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
1955 ImS16 ColumnIndex; // Index of the column
1956 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)
1957 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
1958
1959 ImGuiTableColumnSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
1960};
1961
1962//-----------------------------------------------------------------------------
1963// [SECTION] Helpers: Memory allocations macros, ImVector<>
1964//-----------------------------------------------------------------------------
1965
1966//-----------------------------------------------------------------------------
1967// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1968// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1969// 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.
1970//-----------------------------------------------------------------------------
1971
1972struct ImNewWrapper {};
1973inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1974inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1975#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1976#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1977#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1978#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1979template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
1980
1981//-----------------------------------------------------------------------------
1982// ImVector<>
1983// 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).
1984//-----------------------------------------------------------------------------
1985// - 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.
1986// - We use std-like naming convention here, which is a little unusual for this codebase.
1987// - 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.
1988// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1989// 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.
1990//-----------------------------------------------------------------------------
1991
1992IM_MSVC_RUNTIME_CHECKS_OFF
1993template<typename T>
1994struct ImVector
1995{
1996 int Size;
1997 int Capacity;
1998 T* Data;
1999
2000 // Provide standard typedefs but we don't use them ourselves.
2001 typedef T value_type;
2002 typedef value_type* iterator;
2003 typedef const value_type* const_iterator;
2004
2005 // Constructors, destructor
2006 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2007 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2008 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2009 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2010
2011 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2012 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2013 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2014
2015 inline bool empty() const { return Size == 0; }
2016 inline int size() const { return Size; }
2017 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2018 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2019 inline int capacity() const { return Capacity; }
2020 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2021 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2022
2023 inline T* begin() { return Data; }
2024 inline const T* begin() const { return Data; }
2025 inline T* end() { return Data + Size; }
2026 inline const T* end() const { return Data + Size; }
2027 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2028 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2029 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2030 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2031 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; }
2032
2033 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2034 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
2035 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; }
2036 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
2037 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; }
2038 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; }
2039
2040 // 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.
2041 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++; }
2042 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2043 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
2044 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; }
2045 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; }
2046 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; }
2047 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; }
2048 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; }
2049 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; }
2050 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; }
2051 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; }
2052 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2053 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2054 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; }
2055};
2056IM_MSVC_RUNTIME_CHECKS_RESTORE
2057
2058//-----------------------------------------------------------------------------
2059// [SECTION] ImGuiStyle
2060//-----------------------------------------------------------------------------
2061// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2062// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2063// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2064//-----------------------------------------------------------------------------
2065
2066struct ImGuiStyle
2067{
2068 float Alpha; // Global alpha applies to everything in Dear ImGui.
2069 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2070 ImVec2 WindowPadding; // Padding within a window.
2071 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.
2072 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).
2073 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2074 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2075 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2076 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2077 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).
2078 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2079 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).
2080 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2081 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2082 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).
2083 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2084 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2085 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2086 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!
2087 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2088 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2089 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2090 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2091 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2092 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2093 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2094 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2095 float TabBorderSize; // Thickness of border around tabs.
2096 float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
2097 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2098 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2099 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2100 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2101 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.
2102 float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
2103 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2104 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.
2105 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
2106 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
2107 float DockingSeparatorSize; // Thickness of resizing border between docked windows
2108 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.
2109 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).
2110 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).
2111 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).
2112 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.
2113 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.
2114 ImVec4 Colors[ImGuiCol_COUNT];
2115
2116 // Behaviors
2117 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2118 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2119 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2120 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2121 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2122 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2123
2124 IMGUI_API ImGuiStyle();
2125 IMGUI_API void ScaleAllSizes(float scale_factor);
2126};
2127
2128//-----------------------------------------------------------------------------
2129// [SECTION] ImGuiIO
2130//-----------------------------------------------------------------------------
2131// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2132// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2133// It is generally expected that:
2134// - initialization: backends and user code writes to ImGuiIO.
2135// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2136//-----------------------------------------------------------------------------
2137
2138// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2139// 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.
2140struct ImGuiKeyData
2141{
2142 bool Down; // True for if key is down
2143 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2144 float DownDurationPrev; // Last frame duration the key has been down
2145 float AnalogValue; // 0.0f..1.0f for gamepad values
2146};
2147
2148struct ImGuiIO
2149{
2150 //------------------------------------------------------------------
2151 // Configuration // Default value
2152 //------------------------------------------------------------------
2153
2154 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2155 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2156 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2157 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2158 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2159 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.
2160 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2161 void* UserData; // = NULL // Store your own data.
2162
2163 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2164 float FontGlobalScale; // = 1.0f // Global scale all fonts
2165 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2166 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2167 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
2168
2169 // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2170 bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2171 bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2172 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.
2173 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.
2174
2175 // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2176 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.
2177 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.
2178 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).
2179 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.
2180
2181 // Miscellaneous options
2182 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.
2183 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // 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.
2184 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.
2185 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2186 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2187 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.
2188 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2189 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2190 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2191
2192 // Inputs Behaviors
2193 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2194 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2195 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2196 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2197 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2198 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2199
2200 //------------------------------------------------------------------
2201 // Debug options
2202 //------------------------------------------------------------------
2203
2204 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2205 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2206 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2207 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2208 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2209
2210 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2211 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2212 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2213 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2214 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.
2215 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.
2216
2217 // Option to deactivate io.AddFocusEvent(false) handling.
2218 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2219 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2220 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
2221
2222 // Option to audit .ini data
2223 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2224
2225 //------------------------------------------------------------------
2226 // Platform Functions
2227 // (the imgui_impl_xxxx backend files are setting those up for you)
2228 //------------------------------------------------------------------
2229
2230 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2231 const char* BackendPlatformName; // = NULL
2232 const char* BackendRendererName; // = NULL
2233 void* BackendPlatformUserData; // = NULL // User data for platform backend
2234 void* BackendRendererUserData; // = NULL // User data for renderer backend
2235 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2236
2237 // Optional: Access OS clipboard
2238 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
2239 const char* (*GetClipboardTextFn)(void* user_data);
2240 void (*SetClipboardTextFn)(void* user_data, const char* text);
2241 void* ClipboardUserData;
2242
2243 // 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)
2244 // (default to use native imm32 api on Windows)
2245 void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
2246
2247 // Optional: Platform locale
2248 ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
2249
2250 //------------------------------------------------------------------
2251 // Input - Call before calling NewFrame()
2252 //------------------------------------------------------------------
2253
2254 // Input Functions
2255 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)
2256 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.
2257 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)
2258 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2259 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.
2260 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2261 IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2262 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2263 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2264 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2265 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2266
2267 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.
2268 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.
2269 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2270 IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2271#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2272 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2273#endif
2274
2275 //------------------------------------------------------------------
2276 // Output - Updated by NewFrame() or EndFrame()/Render()
2277 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2278 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2279 //------------------------------------------------------------------
2280
2281 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.).
2282 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.).
2283 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).
2284 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2285 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!
2286 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.
2287 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2288 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.
2289 int MetricsRenderVertices; // Vertices output during last call to Render()
2290 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2291 int MetricsRenderWindows; // Number of visible windows
2292 int MetricsActiveWindows; // Number of active windows
2293 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.
2294
2295 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2296 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2297 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2298#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2299 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.
2300 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.
2301 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.
2302 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2303#endif
2304
2305 //------------------------------------------------------------------
2306 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2307 //------------------------------------------------------------------
2308
2309 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2310
2311 // Main Input State
2312 // (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)
2313 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2314 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2315 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.
2316 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.
2317 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.
2318 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2319 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).
2320 bool KeyCtrl; // Keyboard modifier down: Control
2321 bool KeyShift; // Keyboard modifier down: Shift
2322 bool KeyAlt; // Keyboard modifier down: Alt
2323 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2324
2325 // Other state maintained from data above + IO function calls
2326 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. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
2327 ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2328 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2329 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2330 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2331 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2332 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2333 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2334 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2335 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2336 bool MouseReleased[5]; // Mouse button went from Down to !Down
2337 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.
2338 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2339 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.
2340 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2341 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2342 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2343 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2344 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.
2345 bool AppFocusLost; // Only modify via AddFocusEvent()
2346 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2347 ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2348 bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2349 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2350 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2351
2352 IMGUI_API ImGuiIO();
2353};
2354
2355//-----------------------------------------------------------------------------
2356// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2357//-----------------------------------------------------------------------------
2358
2359// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2360// The callback function should return 0 by default.
2361// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2362// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2363// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2364// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2365// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2366// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2367// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2368struct ImGuiInputTextCallbackData
2369{
2370 ImGuiContext* Ctx; // Parent UI context
2371 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2372 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2373 void* UserData; // What user passed to InputText() // Read-only
2374
2375 // Arguments for the different callback events
2376 // - During Resize callback, Buf will be same as your input buffer.
2377 // - 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.
2378 // - 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.
2379 // - 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.
2380 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;
2381 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2382 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2383 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()
2384 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
2385 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2386 int CursorPos; // // Read-write // [Completion,History,Always]
2387 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2388 int SelectionEnd; // // Read-write // [Completion,History,Always]
2389
2390 // Helper functions for text manipulation.
2391 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2392 IMGUI_API ImGuiInputTextCallbackData();
2393 IMGUI_API void DeleteChars(int pos, int bytes_count);
2394 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2395 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2396 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2397 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2398};
2399
2400// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2401// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2402struct ImGuiSizeCallbackData
2403{
2404 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2405 ImVec2 Pos; // Read-only. Window position, for reference.
2406 ImVec2 CurrentSize; // Read-only. Current window size.
2407 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2408};
2409
2410// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2411// Important: the content of this class is still highly WIP and likely to change and be refactored
2412// before we stabilize Docking features. Please be mindful if using this.
2413// Provide hints:
2414// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2415// - To the platform backend for OS level parent/child relationships of viewport.
2416// - To the docking system for various options and filtering.
2417struct ImGuiWindowClass
2418{
2419 ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2420 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.
2421 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.
2422 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.
2423 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.
2424 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.
2425 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!)
2426 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)
2427 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?
2428
2429 ImGuiWindowClass() { memset(s: this, c: 0, n: sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2430};
2431
2432// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2433struct ImGuiPayload
2434{
2435 // Members
2436 void* Data; // Data (copied and owned by dear imgui)
2437 int DataSize; // Data size
2438
2439 // [Internal]
2440 ImGuiID SourceId; // Source item id
2441 ImGuiID SourceParentId; // Source parent id (if available)
2442 int DataFrameCount; // Data timestamp
2443 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2444 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2445 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2446
2447 ImGuiPayload() { Clear(); }
2448 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2449 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
2450 bool IsPreview() const { return Preview; }
2451 bool IsDelivery() const { return Delivery; }
2452};
2453
2454//-----------------------------------------------------------------------------
2455// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2456//-----------------------------------------------------------------------------
2457
2458// Helper: Unicode defines
2459#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2460#ifdef IMGUI_USE_WCHAR32
2461#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2462#else
2463#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2464#endif
2465
2466// 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.
2467// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2468struct ImGuiOnceUponAFrame
2469{
2470 ImGuiOnceUponAFrame() { RefFrame = -1; }
2471 mutable int RefFrame;
2472 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2473};
2474
2475// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2476struct ImGuiTextFilter
2477{
2478 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2479 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2480 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2481 IMGUI_API void Build();
2482 void Clear() { InputBuf[0] = 0; Build(); }
2483 bool IsActive() const { return !Filters.empty(); }
2484
2485 // [Internal]
2486 struct ImGuiTextRange
2487 {
2488 const char* b;
2489 const char* e;
2490
2491 ImGuiTextRange() { b = e = NULL; }
2492 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2493 bool empty() const { return b == e; }
2494 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2495 };
2496 char InputBuf[256];
2497 ImVector<ImGuiTextRange>Filters;
2498 int CountGrep;
2499};
2500
2501// Helper: Growable text buffer for logging/accumulating text
2502// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2503struct ImGuiTextBuffer
2504{
2505 ImVector<char> Buf;
2506 IMGUI_API static char EmptyString[1];
2507
2508 ImGuiTextBuffer() { }
2509 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2510 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2511 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2512 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2513 bool empty() const { return Buf.Size <= 1; }
2514 void clear() { Buf.clear(); }
2515 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
2516 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2517 IMGUI_API void append(const char* str, const char* str_end = NULL);
2518 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2519 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2520};
2521
2522// Helper: Key->Value storage
2523// Typically you don't have to worry about this since a storage is held within each Window.
2524// We use it to e.g. store collapse state for a tree (Int 0/1)
2525// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2526// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2527// - 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).
2528// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2529// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2530struct ImGuiStorage
2531{
2532 // [Internal]
2533 struct ImGuiStoragePair
2534 {
2535 ImGuiID key;
2536 union { int val_i; float val_f; void* val_p; };
2537 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2538 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2539 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2540 };
2541
2542 ImVector<ImGuiStoragePair> Data;
2543
2544 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2545 // - Set***() functions find pair, insertion on demand if missing.
2546 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2547 void Clear() { Data.clear(); }
2548 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2549 IMGUI_API void SetInt(ImGuiID key, int val);
2550 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2551 IMGUI_API void SetBool(ImGuiID key, bool val);
2552 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2553 IMGUI_API void SetFloat(ImGuiID key, float val);
2554 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2555 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2556
2557 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2558 // - 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.
2559 // - 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)
2560 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2561 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2562 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2563 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2564 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2565
2566 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2567 IMGUI_API void BuildSortByKey();
2568 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2569 IMGUI_API void SetAllInt(int val);
2570};
2571
2572// Helper: Manually clip large list of items.
2573// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2574// clipping based on visibility to only submit items that are in view.
2575// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2576// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2577// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2578// scale using lists with tens of thousands of items without a problem)
2579// Usage:
2580// ImGuiListClipper clipper;
2581// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2582// while (clipper.Step())
2583// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2584// ImGui::Text("line number %d", i);
2585// Generally what happens is:
2586// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2587// - User code submit that one element.
2588// - Clipper can measure the height of the first element
2589// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2590// - User code submit visible elements.
2591// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2592struct ImGuiListClipper
2593{
2594 ImGuiContext* Ctx; // Parent UI context
2595 int DisplayStart; // First item to display, updated by each call to Step()
2596 int DisplayEnd; // End of items to display (exclusive)
2597 int ItemsCount; // [Internal] Number of items
2598 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2599 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2600 void* TempData; // [Internal] Internal data
2601
2602 // 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)
2603 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2604 IMGUI_API ImGuiListClipper();
2605 IMGUI_API ~ImGuiListClipper();
2606 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2607 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2608 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2609
2610 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2611 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2612 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_begin: item_index, item_end: item_index + 1); }
2613 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.
2614
2615#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2616 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2617 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2618 //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]
2619#endif
2620};
2621
2622// Helpers: ImVec2/ImVec4 operators
2623// - It is important that we are keeping those disabled by default so they don't leak in user space.
2624// - 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)
2625// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
2626#ifdef IMGUI_DEFINE_MATH_OPERATORS
2627#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2628IM_MSVC_RUNTIME_CHECKS_OFF
2629static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2630static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2631static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2632static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2633static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2634static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2635static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2636static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2637static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2638static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2639static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2640static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2641static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2642static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2643static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2644static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2645static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2646static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2647static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2648static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2649IM_MSVC_RUNTIME_CHECKS_RESTORE
2650#endif
2651
2652// Helpers macros to generate 32-bit encoded colors
2653// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2654#ifndef IM_COL32_R_SHIFT
2655#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2656#define IM_COL32_R_SHIFT 16
2657#define IM_COL32_G_SHIFT 8
2658#define IM_COL32_B_SHIFT 0
2659#define IM_COL32_A_SHIFT 24
2660#define IM_COL32_A_MASK 0xFF000000
2661#else
2662#define IM_COL32_R_SHIFT 0
2663#define IM_COL32_G_SHIFT 8
2664#define IM_COL32_B_SHIFT 16
2665#define IM_COL32_A_SHIFT 24
2666#define IM_COL32_A_MASK 0xFF000000
2667#endif
2668#endif
2669#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))
2670#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2671#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2672#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2673
2674// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2675// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2676// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2677// **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.
2678struct ImColor
2679{
2680 ImVec4 Value;
2681
2682 constexpr ImColor() { }
2683 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2684 constexpr ImColor(const ImVec4& col) : Value(col) {}
2685 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)) {}
2686 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)) {}
2687 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
2688 inline operator ImVec4() const { return Value; }
2689
2690 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2691 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; }
2692 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); }
2693};
2694
2695//-----------------------------------------------------------------------------
2696// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2697// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2698//-----------------------------------------------------------------------------
2699
2700// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2701#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2702#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2703#endif
2704
2705// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2706// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2707// you can poke into the draw list for that! Draw callback may be useful for example to:
2708// A) Change your GPU render state,
2709// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2710// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2711// 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.
2712#ifndef ImDrawCallback
2713typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2714#endif
2715
2716// Special Draw callback value to request renderer backend to reset the graphics/render state.
2717// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2718// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2719// 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).
2720#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2721
2722// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2723// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2724// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2725// Backends made for <1.71. will typically ignore the VtxOffset fields.
2726// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2727struct ImDrawCmd
2728{
2729 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2730 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2731 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.
2732 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2733 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[].
2734 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2735 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2736
2737 ImDrawCmd() { memset(s: this, c: 0, n: sizeof(*this)); } // Also ensure our padding fields are zeroed
2738
2739 // 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)
2740 inline ImTextureID GetTexID() const { return TextureId; }
2741};
2742
2743// Vertex layout
2744#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2745struct ImDrawVert
2746{
2747 ImVec2 pos;
2748 ImVec2 uv;
2749 ImU32 col;
2750};
2751#else
2752// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2753// 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.
2754// 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.
2755// 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.
2756IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2757#endif
2758
2759// [Internal] For use by ImDrawList
2760struct ImDrawCmdHeader
2761{
2762 ImVec4 ClipRect;
2763 ImTextureID TextureId;
2764 unsigned int VtxOffset;
2765};
2766
2767// [Internal] For use by ImDrawListSplitter
2768struct ImDrawChannel
2769{
2770 ImVector<ImDrawCmd> _CmdBuffer;
2771 ImVector<ImDrawIdx> _IdxBuffer;
2772};
2773
2774
2775// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2776// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2777struct ImDrawListSplitter
2778{
2779 int _Current; // Current channel number (0)
2780 int _Count; // Number of active channels (1+)
2781 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2782
2783 inline ImDrawListSplitter() { memset(s: this, c: 0, n: sizeof(*this)); }
2784 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2785 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2786 IMGUI_API void ClearFreeMemory();
2787 IMGUI_API void Split(ImDrawList* draw_list, int count);
2788 IMGUI_API void Merge(ImDrawList* draw_list);
2789 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2790};
2791
2792// Flags for ImDrawList functions
2793// (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)
2794enum ImDrawFlags_
2795{
2796 ImDrawFlags_None = 0,
2797 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2798 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2799 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2800 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2801 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2802 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2803 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2804 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2805 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2806 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2807 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2808 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2809 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2810};
2811
2812// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2813// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2814enum ImDrawListFlags_
2815{
2816 ImDrawListFlags_None = 0,
2817 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)
2818 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2819 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2820 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2821};
2822
2823// Draw command list
2824// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2825// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2826// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2827// access the current window draw list and draw custom primitives.
2828// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2829// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2830// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2831// 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.
2832struct ImDrawList
2833{
2834 // This is what you have to render
2835 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2836 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2837 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2838 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2839
2840 // [Internal, used while building lists]
2841 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2842 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2843 const char* _OwnerName; // Pointer to owner window's name for debugging
2844 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2845 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2846 ImVector<ImVec4> _ClipRectStack; // [Internal]
2847 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2848 ImVector<ImVec2> _Path; // [Internal] current path building
2849 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2850 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2851 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2852
2853 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
2854 ImDrawList(ImDrawListSharedData* shared_data) { memset(s: this, c: 0, n: sizeof(*this)); _Data = shared_data; }
2855
2856 ~ImDrawList() { _ClearFreeMemory(); }
2857 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)
2858 IMGUI_API void PushClipRectFullScreen();
2859 IMGUI_API void PopClipRect();
2860 IMGUI_API void PushTextureID(ImTextureID texture_id);
2861 IMGUI_API void PopTextureID();
2862 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2863 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2864
2865 // Primitives
2866 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2867 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2868 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2869 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2870 // In future versions we will use textures to provide cheaper and higher-quality circles.
2871 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2872 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2873 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)
2874 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)
2875 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);
2876 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2877 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2878 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2879 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2880 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2881 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2882 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2883 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2884 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
2885 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
2886 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2887 IMGUI_API void AddText(const 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);
2888 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)
2889 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)
2890
2891 // General polygon
2892 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
2893 // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
2894 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2895 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2896 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
2897
2898 // Image primitives
2899 // - Read FAQ to understand what ImTextureID is.
2900 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2901 // - "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.
2902 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
2903 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
2904 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2905
2906 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2907 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2908 // 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().
2909 inline void PathClear() { _Path.Size = 0; }
2910 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
2911 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); }
2912 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
2913 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
2914 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; }
2915 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2916 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
2917 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
2918 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2919 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2920 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2921
2922 // Advanced
2923 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
2924 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
2925 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2926
2927 // Advanced: Channels
2928 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2929 // - 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)
2930 // - This API shouldn't have been in ImDrawList in the first place!
2931 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2932 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2933 inline void ChannelsSplit(int count) { _Splitter.Split(draw_list: this, count); }
2934 inline void ChannelsMerge() { _Splitter.Merge(draw_list: this); }
2935 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(draw_list: this, channel_idx: n); }
2936
2937 // Advanced: Primitives allocations
2938 // - We render triangles (three vertices)
2939 // - All primitives needs to be reserved via PrimReserve() beforehand.
2940 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2941 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2942 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2943 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2944 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);
2945 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2946 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2947 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2948
2949 // Obsolete names
2950 //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)
2951 //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)
2952 //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)
2953 //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)
2954 //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)
2955
2956 // [Internal helpers]
2957 IMGUI_API void _ResetForNewFrame();
2958 IMGUI_API void _ClearFreeMemory();
2959 IMGUI_API void _PopUnusedDrawCmd();
2960 IMGUI_API void _TryMergeDrawCmds();
2961 IMGUI_API void _OnChangedClipRect();
2962 IMGUI_API void _OnChangedTextureID();
2963 IMGUI_API void _OnChangedVtxOffset();
2964 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2965 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2966 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2967};
2968
2969// All draw data to render a Dear ImGui frame
2970// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2971// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2972struct ImDrawData
2973{
2974 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2975 int CmdListsCount; // Number of ImDrawList* to render
2976 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2977 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2978 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
2979 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)
2980 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2981 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
2982 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
2983
2984 // Functions
2985 ImDrawData() { Clear(); }
2986 IMGUI_API void Clear();
2987 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
2988 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!
2989 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.
2990};
2991
2992//-----------------------------------------------------------------------------
2993// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2994//-----------------------------------------------------------------------------
2995
2996struct ImFontConfig
2997{
2998 void* FontData; // // TTF/OTF data
2999 int FontDataSize; // // TTF/OTF data size
3000 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3001 int FontNo; // 0 // Index of font within TTF/OTF file
3002 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3003 int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. 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.
3004 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
3005 bool PixelSnapH; // false // Align every glyph to pixel boundary. 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.
3006 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3007 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3008 const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3009 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3010 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3011 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.
3012 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3013 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.
3014 float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3015 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3016
3017 // [Internal]
3018 char Name[40]; // Name (strictly to ease debugging)
3019 ImFont* DstFont;
3020
3021 IMGUI_API ImFontConfig();
3022};
3023
3024// Hold rendering data for one glyph.
3025// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
3026struct ImFontGlyph
3027{
3028 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)
3029 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3030 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3031 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3032 float X0, Y0, X1, Y1; // Glyph corners
3033 float U0, V0, U1, V1; // Texture coordinates
3034};
3035
3036// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3037// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3038struct ImFontGlyphRangesBuilder
3039{
3040 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3041
3042 ImFontGlyphRangesBuilder() { Clear(); }
3043 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); }
3044 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
3045 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
3046 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3047 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3048 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3049 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3050};
3051
3052// See ImFontAtlas::AddCustomRectXXX functions.
3053struct ImFontAtlasCustomRect
3054{
3055 unsigned short Width, Height; // Input // Desired rectangle dimension
3056 unsigned short X, Y; // Output // Packed position in Atlas
3057 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
3058 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3059 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3060 ImFont* Font; // Input // For custom font glyphs only: target font
3061 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3062 bool IsPacked() const { return X != 0xFFFF; }
3063};
3064
3065// Flags for ImFontAtlas build
3066enum ImFontAtlasFlags_
3067{
3068 ImFontAtlasFlags_None = 0,
3069 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3070