1// dear imgui, v1.90.0
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
11// - Getting Started https://dearimgui.com/getting-started
12// - Homepage https://github.com/ocornut/imgui
13// - Releases & changelog https://github.com/ocornut/imgui/releases
14// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
15// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17// - Issues & support https://github.com/ocornut/imgui/issues
18// - Tests & Automation https://github.com/ocornut/imgui_test_engine
19
20// For first-time users having issues compiling/linking/running/loading fonts:
21// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
23
24// Library Version
25// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
26#define IMGUI_VERSION "1.90.0"
27#define IMGUI_VERSION_NUM 19000
28#define IMGUI_HAS_TABLE
29
30/*
31
32Index of this file:
33// [SECTION] Header mess
34// [SECTION] Forward declarations and basic types
35// [SECTION] Dear ImGui end-user API functions
36// [SECTION] Flags & Enumerations
37// [SECTION] Helpers: Memory allocations macros, ImVector<>
38// [SECTION] ImGuiStyle
39// [SECTION] ImGuiIO
40// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
41// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
42// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
43// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
44// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
45// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
46// [SECTION] Obsolete functions and types
47
48*/
49
50#pragma once
51
52// Configuration file with compile-time options
53// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
54#ifdef IMGUI_USER_CONFIG
55#include IMGUI_USER_CONFIG
56#endif
57#include "imconfig.h"
58
59#ifndef IMGUI_DISABLE
60
61//-----------------------------------------------------------------------------
62// [SECTION] Header mess
63//-----------------------------------------------------------------------------
64
65// Includes
66#include <float.h> // FLT_MIN, FLT_MAX
67#include <stdarg.h> // va_list, va_start, va_end
68#include <stddef.h> // ptrdiff_t, NULL
69#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
70
71// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
72// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
73// 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.
74#ifndef IMGUI_API
75#define IMGUI_API
76#endif
77#ifndef IMGUI_IMPL_API
78#define IMGUI_IMPL_API IMGUI_API
79#endif
80
81// Helper Macros
82#ifndef IM_ASSERT
83#include <assert.h>
84#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
85#endif
86#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
87#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
88#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
89
90// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
91#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
92#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
93#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
94#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
95#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
96#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
97#else
98#define IM_FMTARGS(FMT)
99#define IM_FMTLIST(FMT)
100#endif
101
102// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
103#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
104#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
105#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
106#else
107#define IM_MSVC_RUNTIME_CHECKS_OFF
108#define IM_MSVC_RUNTIME_CHECKS_RESTORE
109#endif
110
111// Warnings
112#ifdef _MSC_VER
113#pragma warning (push)
114#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
115#endif
116#if defined(__clang__)
117#pragma clang diagnostic push
118#if __has_warning("-Wunknown-warning-option")
119#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
120#endif
121#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
122#pragma clang diagnostic ignored "-Wold-style-cast"
123#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
124#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
125#elif defined(__GNUC__)
126#pragma GCC diagnostic push
127#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
128#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
129#endif
130
131//-----------------------------------------------------------------------------
132// [SECTION] Forward declarations and basic types
133//-----------------------------------------------------------------------------
134
135// Forward declarations
136struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
137struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
138struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
139struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
140struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
141struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
142struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
143struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
144struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
145struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
146struct ImFontConfig; // Configuration data when adding a font or merging fonts
147struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
148struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
149struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
150struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
151struct ImGuiIO; // Main configuration and I/O between your application and ImGui
152struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
153struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
154struct ImGuiListClipper; // Helper to manually clip large list of items
155struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
156struct ImGuiPayload; // User data payload for drag and drop operations
157struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
158struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
159struct ImGuiStorage; // Helper for key->value storage
160struct ImGuiStyle; // Runtime data for styling/colors
161struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
162struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
163struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
164struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
165struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
166
167// Enumerations
168// - 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)
169// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
170// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
171// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
172enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
173enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
174typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
175typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
176typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
177typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
178typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
179typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
180typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
181typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
182typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
183
184// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
185// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
186// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
187// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
188typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
189typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
190typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
191typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
192typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
193typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
194typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
195typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
196typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
197typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
198typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
199typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
200typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
201typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
202typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
203typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
204typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
205typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
206typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
207typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
208typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
209typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
210typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
211typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
212typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
213
214// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
215// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
216// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
217#ifndef ImTextureID
218typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
219#endif
220
221// ImDrawIdx: vertex index. [Compile-time configurable type]
222// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
223// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
224#ifndef ImDrawIdx
225typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
226#endif
227
228// Scalar data types
229typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
230typedef signed char ImS8; // 8-bit signed integer
231typedef unsigned char ImU8; // 8-bit unsigned integer
232typedef signed short ImS16; // 16-bit signed integer
233typedef unsigned short ImU16; // 16-bit unsigned integer
234typedef signed int ImS32; // 32-bit signed integer == int
235typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
236typedef signed long long ImS64; // 64-bit signed integer
237typedef unsigned long long ImU64; // 64-bit unsigned integer
238
239// Character types
240// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
241typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
242typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
243#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
244typedef ImWchar32 ImWchar;
245#else
246typedef ImWchar16 ImWchar;
247#endif
248
249// Callback and functions types
250typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
251typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
252typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
253typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
254
255// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
256// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
257IM_MSVC_RUNTIME_CHECKS_OFF
258struct ImVec2
259{
260 float x, y;
261 constexpr ImVec2() : x(0.0f), y(0.0f) { }
262 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
263 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.
264 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
265#ifdef IM_VEC2_CLASS_EXTRA
266 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.
267#endif
268};
269
270// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
271struct ImVec4
272{
273 float x, y, z, w;
274 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
275 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
276#ifdef IM_VEC4_CLASS_EXTRA
277 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.
278#endif
279};
280IM_MSVC_RUNTIME_CHECKS_RESTORE
281
282//-----------------------------------------------------------------------------
283// [SECTION] Dear ImGui end-user API functions
284// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
285//-----------------------------------------------------------------------------
286
287namespace ImGui
288{
289 // Context creation and access
290 // - 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.
291 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
292 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
293 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
294 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
295 IMGUI_API ImGuiContext* GetCurrentContext();
296 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
297
298 // Main
299 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
300 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
301 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
302 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!
303 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
304 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
305
306 // Demo, Debug, Information
307 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!
308 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
309 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
310 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.
311 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
312 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)
313 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
314 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
315 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
316 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)
317
318 // Styles
319 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
320 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
321 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
322
323 // Windows
324 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
325 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
326 // which clicking will set the boolean to false when clicked.
327 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
328 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
329 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
330 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
331 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
332 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
333 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
334 // - Note that the bottom of window stack always contains a window called "Debug".
335 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
336 IMGUI_API void End();
337
338 // Child Windows
339 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
340 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
341 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
342 // Consider updating your old call sites:
343 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
344 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
345 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
346 // == 0.0f: use remaining parent window size for this axis.
347 // > 0.0f: use specified size for this axis.
348 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
349 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
350 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
351 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
352 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
353 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
354 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
355 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
356 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
357 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
358 IMGUI_API void EndChild();
359
360 // Windows Utilities
361 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
362 IMGUI_API bool IsWindowAppearing();
363 IMGUI_API bool IsWindowCollapsed();
364 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
365 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.
366 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
367 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())
368 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)
369 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
370 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
371
372 // Window manipulation
373 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
374 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.
375 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()
376 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.
377 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()
378 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
379 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
380 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
381 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.
382 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.
383 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.
384 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
385 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
386 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().
387 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
388 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.
389 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
390 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
391
392 // Content region
393 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
394 // - 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)
395 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
396 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
397 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
398 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
399
400 // Windows Scrolling
401 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
402 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
403 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
404 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
405 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
406 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
407 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
408 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
409 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.
410 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.
411 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.
412 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.
413
414 // Parameters stacks (shared)
415 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
416 IMGUI_API void PopFont();
417 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
418 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
419 IMGUI_API void PopStyleColor(int count = 1);
420 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
421 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
422 IMGUI_API void PopStyleVar(int count = 1);
423 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
424 IMGUI_API void PopTabStop();
425 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.
426 IMGUI_API void PopButtonRepeat();
427
428 // Parameters stacks (current window)
429 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).
430 IMGUI_API void PopItemWidth();
431 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)
432 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.
433 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
434 IMGUI_API void PopTextWrapPos();
435
436 // Style read access
437 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
438 IMGUI_API ImFont* GetFont(); // get current font
439 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
440 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
441 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
442 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
443 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
444 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.
445
446 // Layout cursor positioning
447 // - By "cursor" we mean the current output position.
448 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
449 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
450 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
451 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
452 // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
453 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
454 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
455 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
456 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
457 IMGUI_API float GetCursorPosX(); // [window-local] "
458 IMGUI_API float GetCursorPosY(); // [window-local] "
459 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
460 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
461 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
462 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
463
464 // Other layout functions
465 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
466 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.
467 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
468 IMGUI_API void Spacing(); // add vertical spacing.
469 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.
470 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
471 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
472 IMGUI_API void BeginGroup(); // lock horizontal starting position
473 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.)
474 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)
475 IMGUI_API float GetTextLineHeight(); // ~ FontSize
476 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
477 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
478 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
479
480 // ID stack/scopes
481 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
482 // - Those questions are answered and impacted by understanding of the ID stack system:
483 // - "Q: Why is my widget not reacting when I click on it?"
484 // - "Q: How can I have widgets with an empty label?"
485 // - "Q: How can I have multiple widgets with the same label?"
486 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
487 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
488 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
489 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
490 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
491 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
492 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
493 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
494 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
495 IMGUI_API void PopID(); // pop from the ID stack.
496 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
497 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
498 IMGUI_API ImGuiID GetID(const void* ptr_id);
499
500 // Widgets: Text
501 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.
502 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
503 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
504 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
505 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
506 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
507 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
508 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().
509 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
510 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
511 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
512 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
513 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
514 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
515
516 // Widgets: Main
517 // - Most widgets return true when the value has been changed or when pressed/selected
518 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
519 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
520 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
521 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.)
522 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
523 IMGUI_API bool Checkbox(const char* label, bool* v);
524 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
525 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
526 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
527 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
528 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
529 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
530
531 // Widgets: Images
532 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
533 // - Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
534 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& 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));
535 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));
536
537 // Widgets: Combo Box (Dropdown)
538 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
539 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
540 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
541 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
542 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
543 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"
544 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);
545
546 // Widgets: Drag Sliders
547 // - 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.
548 // - 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',
549 // 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
550 // - 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.
551 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
552 // - 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).
553 // - 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.
554 // - 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.
555 // - 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.
556 // - 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.
557 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
558 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
559 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);
560 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);
561 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);
562 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);
563 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
564 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);
565 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);
566 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);
567 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);
568 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);
569 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);
570
571 // Widgets: Regular Sliders
572 // - 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.
573 // - 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.
574 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
575 // - 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.
576 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
577 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.
578 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
579 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
580 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
581 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);
582 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
583 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
584 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
585 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
586 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);
587 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);
588 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);
589 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);
590 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);
591
592 // Widgets: Input with Keyboard
593 // - 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.
594 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
595 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
596 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);
597 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);
598 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);
599 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
600 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
601 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
602 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
603 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
604 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
605 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
606 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);
607 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);
608 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);
609
610 // 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.)
611 // - 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.
612 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
613 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
614 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
615 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
616 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
617 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.
618 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.
619
620 // Widgets: Trees
621 // - 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.
622 IMGUI_API bool TreeNode(const char* label);
623 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().
624 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
625 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
626 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
627 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
628 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
629 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
630 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
631 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
632 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.
633 IMGUI_API void TreePush(const void* ptr_id); // "
634 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
635 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
636 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().
637 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.
638 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
639
640 // Widgets: Selectables
641 // - A selectable highlights when hovered, and can display another color when selected.
642 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
643 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
644 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.
645
646 // Widgets: List Boxes
647 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
648 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
649 // - 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.
650 // - 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
651 // - 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
652 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
653 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
654 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
655 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);
656
657 // Widgets: Data Plotting
658 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
659 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));
660 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));
661 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));
662 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));
663
664 // Widgets: Value() Helpers.
665 // - 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)
666 IMGUI_API void Value(const char* prefix, bool b);
667 IMGUI_API void Value(const char* prefix, int v);
668 IMGUI_API void Value(const char* prefix, unsigned int v);
669 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
670
671 // Widgets: Menus
672 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
673 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
674 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
675 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
676 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
677 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
678 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
679 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
680 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
681 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
682 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
683 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
684
685 // Tooltips
686 // - Tooltips are windows following the mouse. They do not take focus away.
687 // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom.
688 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
689 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
690 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().
691 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
692
693 // Tooltips: helpers for showing a tooltip when hovering an item
694 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
695 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
696 // - 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'.
697 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
698 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().
699 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
700
701 // Popups, Modals
702 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
703 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
704 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
705 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
706 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
707 // - 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.
708 // This is sometimes leading to confusing mistakes. May rework this in the future.
709
710 // Popups: begin/end functions
711 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
712 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
713 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.
714 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.
715 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
716
717 // Popups: open/close functions
718 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
719 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
720 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
721 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
722 // - 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().
723 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
724 // - 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
725 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
726 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
727 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)
728 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
729
730 // Popups: open+begin combined functions helpers
731 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
732 // - They are convenient to easily create context menus, hence the name.
733 // - 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.
734 // - 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.
735 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!
736 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
737 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).
738
739 // Popups: query functions
740 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
741 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
742 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
743 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
744
745 // Tables
746 // - Full-featured replacement for old Columns API.
747 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
748 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
749 // The typical call flow is:
750 // - 1. Call BeginTable(), early out if returning false.
751 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
752 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
753 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
754 // - 5. Populate contents:
755 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
756 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
757 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
758 // TableNextColumn() will automatically wrap-around into the next row if needed.
759 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
760 // - Summary of possible call flow:
761 // --------------------------------------------------------------------------------------------------------
762 // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
763 // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
764 // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
765 // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
766 // --------------------------------------------------------------------------------------------------------
767 // - 5. Call EndTable()
768 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);
769 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
770 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
771 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.
772 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
773
774 // Tables: Headers & Columns declaration
775 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
776 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
777 // Headers are required to perform: reordering, sorting, and opening the context menu.
778 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
779 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
780 // some advanced use cases (e.g. adding custom widgets in header row).
781 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
782 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
783 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
784 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
785 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
786 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
787
788 // Tables: Sorting & Miscellaneous functions
789 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
790 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
791 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
792 // else you may wastefully sort your data every frame!
793 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
794 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().
795 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
796 IMGUI_API int TableGetColumnIndex(); // return current column index.
797 IMGUI_API int TableGetRowIndex(); // return current row index.
798 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.
799 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.
800 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)
801 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.
802
803 // Legacy Columns API (prefer using Tables!)
804 // - You can also use SameLine(pos_x) to mimic simplified columns.
805 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
806 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
807 IMGUI_API int GetColumnIndex(); // get current column index
808 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
809 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
810 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
811 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
812 IMGUI_API int GetColumnsCount();
813
814 // Tab Bars, Tabs
815 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
816 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
817 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
818 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
819 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
820 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.
821 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.
822
823 // Logging/Capture
824 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
825 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
826 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
827 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
828 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
829 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
830 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
831 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
832
833 // Drag and Drop
834 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
835 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
836 // - 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)
837 // - An item can be both drag source and drop target.
838 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()
839 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.
840 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
841 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
842 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.
843 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
844 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.
845
846 // Disabling [BETA API]
847 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
848 // - 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)
849 // - 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.
850 IMGUI_API void BeginDisabled(bool disabled = true);
851 IMGUI_API void EndDisabled();
852
853 // Clipping
854 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
855 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
856 IMGUI_API void PopClipRect();
857
858 // Focus, Activation
859 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
860 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
861 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.
862
863 // Overlapping mode
864 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.
865
866 // Item/Widgets Utilities and Query Functions
867 // - Most of the functions are referring to the previous Item that has been submitted.
868 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
869 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.
870 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)
871 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
872 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.
873 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
874 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.
875 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
876 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.
877 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).
878 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
879 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
880 IMGUI_API bool IsAnyItemActive(); // is any item active?
881 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
882 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
883 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
884 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
885 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
886
887 // Viewports
888 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
889 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
890 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
891 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
892
893 // Background/Foreground Draw Lists
894 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
895 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
896
897 // Miscellaneous Utilities
898 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
899 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.
900 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
901 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
902 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
903 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
904 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)
905 IMGUI_API ImGuiStorage* GetStateStorage();
906
907 // Text Utilities
908 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
909
910 // Color Utilities
911 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
912 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
913 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
914 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
915
916 // Inputs Utilities: Keyboard/Mouse/Gamepad
917 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
918 // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
919 // - 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.
920 // - 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).
921 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
922 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
923 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
924 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.
925 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
926 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.
927 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.
928
929 // Inputs Utilities: Mouse specific
930 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
931 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
932 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
933 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
934 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
935 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
936 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)
937 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
938 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.
939 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
940 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.
941 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
942 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)
943 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
944 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)
945 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
946 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
947 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
948 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.
949
950 // Clipboard Utilities
951 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
952 IMGUI_API const char* GetClipboardText();
953 IMGUI_API void SetClipboardText(const char* text);
954
955 // Settings/.Ini Utilities
956 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
957 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
958 // - 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).
959 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
960 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.
961 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).
962 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.
963
964 // Debug Utilities
965 IMGUI_API void DebugTextEncoding(const char* text);
966 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.
967
968 // Memory Allocators
969 // - Those functions are not reliant on the current context.
970 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
971 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
972 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
973 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
974 IMGUI_API void* MemAlloc(size_t size);
975 IMGUI_API void MemFree(void* ptr);
976
977} // namespace ImGui
978
979//-----------------------------------------------------------------------------
980// [SECTION] Flags & Enumerations
981//-----------------------------------------------------------------------------
982
983// Flags for ImGui::Begin()
984// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
985enum ImGuiWindowFlags_
986{
987 ImGuiWindowFlags_None = 0,
988 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
989 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
990 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
991 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
992 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.
993 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).
994 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
995 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
996 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
997 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
998 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
999 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.
1000 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1001 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1002 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1003 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1004 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1005 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1006 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.
1007 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1008 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1009 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1010
1011 // [Internal]
1012 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1013 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1014 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1015 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1016 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1017 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1018
1019 // Obsolete names
1020#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1021 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1022#endif
1023};
1024
1025// Flags for ImGui::BeginChild()
1026// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
1027// About using AutoResizeX/AutoResizeY flags:
1028// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1029// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1030// - 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.
1031// 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.
1032// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1033// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1034enum ImGuiChildFlags_
1035{
1036 ImGuiChildFlags_None = 0,
1037 ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason)
1038 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)
1039 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1040 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1041 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1042 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1043 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.
1044 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1045};
1046
1047// Flags for ImGui::InputText()
1048// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1049enum ImGuiInputTextFlags_
1050{
1051 ImGuiInputTextFlags_None = 0,
1052 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1053 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1054 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
1055 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
1056 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
1057 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.
1058 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
1059 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1060 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1061 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.
1062 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1063 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).
1064 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1065 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1066 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1067 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1068 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().
1069 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1070 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)
1071 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)
1072 ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1073
1074 // Obsolete names
1075 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1076};
1077
1078// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1079enum ImGuiTreeNodeFlags_
1080{
1081 ImGuiTreeNodeFlags_None = 0,
1082 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1083 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1084 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1085 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1086 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1087 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1088 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1089 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.
1090 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1091 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!
1092 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().
1093 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.
1094 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1095 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column)
1096 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1097 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1098 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1099
1100#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1101 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1102#endif
1103};
1104
1105// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1106// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1107// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1108// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1109// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1110// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1111// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1112// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1113enum ImGuiPopupFlags_
1114{
1115 ImGuiPopupFlags_None = 0,
1116 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1117 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1118 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1119 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1120 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1121 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1122 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1123 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1124 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1125 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1126};
1127
1128// Flags for ImGui::Selectable()
1129enum ImGuiSelectableFlags_
1130{
1131 ImGuiSelectableFlags_None = 0,
1132 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1133 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1134 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1135 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1136 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1137
1138#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1139 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1140#endif
1141};
1142
1143// Flags for ImGui::BeginCombo()
1144enum ImGuiComboFlags_
1145{
1146 ImGuiComboFlags_None = 0,
1147 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1148 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()
1149 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1150 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1151 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1152 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1153 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1154 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1155 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1156};
1157
1158// Flags for ImGui::BeginTabBar()
1159enum ImGuiTabBarFlags_
1160{
1161 ImGuiTabBarFlags_None = 0,
1162 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1163 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1164 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1165 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1166 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1167 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1168 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1169 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1170 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1171 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1172};
1173
1174// Flags for ImGui::BeginTabItem()
1175enum ImGuiTabItemFlags_
1176{
1177 ImGuiTabItemFlags_None = 0,
1178 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + 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.
1179 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1180 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1181 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1182 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1183 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1184 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1185 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1186};
1187
1188// Flags for ImGui::BeginTable()
1189// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1190// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1191// - The DEFAULT sizing policies are:
1192// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1193// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1194// - When ScrollX is off:
1195// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1196// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1197// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1198// - Stretch Columns will share the remaining width according to their respective weight.
1199// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1200// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1201// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1202// - When ScrollX is on:
1203// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1204// - Columns sizing policy allowed: Fixed/Auto mostly.
1205// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1206// - 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.
1207// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1208// 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.
1209// - Read on documentation at the top of imgui_tables.cpp for details.
1210enum ImGuiTableFlags_
1211{
1212 // Features
1213 ImGuiTableFlags_None = 0,
1214 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1215 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1216 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1217 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1218 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1219 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1220 // Decorations
1221 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)
1222 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1223 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1224 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1225 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1226 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1227 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1228 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1229 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1230 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1231 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1232 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
1233 // Sizing Policy (read above for defaults)
1234 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1235 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.
1236 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1237 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1238 // Sizing Extra Options
1239 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.
1240 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.
1241 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.
1242 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.
1243 // Clipping
1244 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().
1245 // Padding
1246 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1247 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1248 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1249 // Scrolling
1250 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.
1251 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1252 // Sorting
1253 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1254 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1255 // Miscellaneous
1256 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1257
1258 // [Internal] Combinations and masks
1259 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1260};
1261
1262// Flags for ImGui::TableSetupColumn()
1263enum ImGuiTableColumnFlags_
1264{
1265 // Input configuration flags
1266 ImGuiTableColumnFlags_None = 0,
1267 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)
1268 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1269 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1270 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1271 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1272 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1273 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1274 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1275 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1276 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1277 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1278 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1279 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.
1280 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1281 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1282 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1283 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1284 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1285 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1286
1287 // Output status flags, read-only via TableGetColumnFlags()
1288 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1289 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1290 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1291 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1292
1293 // [Internal] Combinations and masks
1294 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1295 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1296 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1297 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1298};
1299
1300// Flags for ImGui::TableNextRow()
1301enum ImGuiTableRowFlags_
1302{
1303 ImGuiTableRowFlags_None = 0,
1304 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1305};
1306
1307// Enum for ImGui::TableSetBgColor()
1308// Background colors are rendering in 3 layers:
1309// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1310// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1311// - Layer 2: draw with CellBg color if set.
1312// 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.
1313// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1314// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1315// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1316enum ImGuiTableBgTarget_
1317{
1318 ImGuiTableBgTarget_None = 0,
1319 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1320 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1321 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1322};
1323
1324// Flags for ImGui::IsWindowFocused()
1325enum ImGuiFocusedFlags_
1326{
1327 ImGuiFocusedFlags_None = 0,
1328 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1329 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1330 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!
1331 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1332 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1333 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1334};
1335
1336// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1337// 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!
1338// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1339enum ImGuiHoveredFlags_
1340{
1341 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.
1342 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1343 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1344 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1345 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)
1346 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1347 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1348 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1349 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1350 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1351 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1352 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1353 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1354 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1355 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1356 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1357
1358 // Tooltips mode
1359 // - typically used in IsItemHovered() + SetTooltip() sequence.
1360 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1361 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1362 // - 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.
1363 // - 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.
1364 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1365
1366 // (Advanced) Mouse Hovering delays.
1367 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1368 // - use those if you need specific overrides.
1369 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.
1370 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1371 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).
1372 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).
1373 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)
1374};
1375
1376// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1377enum ImGuiDragDropFlags_
1378{
1379 ImGuiDragDropFlags_None = 0,
1380 // BeginDragDropSource() flags
1381 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.
1382 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.
1383 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.
1384 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.
1385 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.
1386 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1387 // AcceptDragDropPayload() flags
1388 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.
1389 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1390 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1391 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1392};
1393
1394// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1395#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1396#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1397
1398// A primary data type
1399enum ImGuiDataType_
1400{
1401 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1402 ImGuiDataType_U8, // unsigned char
1403 ImGuiDataType_S16, // short
1404 ImGuiDataType_U16, // unsigned short
1405 ImGuiDataType_S32, // int
1406 ImGuiDataType_U32, // unsigned int
1407 ImGuiDataType_S64, // long long / __int64
1408 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1409 ImGuiDataType_Float, // float
1410 ImGuiDataType_Double, // double
1411 ImGuiDataType_COUNT
1412};
1413
1414// A cardinal direction
1415enum ImGuiDir_
1416{
1417 ImGuiDir_None = -1,
1418 ImGuiDir_Left = 0,
1419 ImGuiDir_Right = 1,
1420 ImGuiDir_Up = 2,
1421 ImGuiDir_Down = 3,
1422 ImGuiDir_COUNT
1423};
1424
1425// A sorting direction
1426enum ImGuiSortDirection_
1427{
1428 ImGuiSortDirection_None = 0,
1429 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1430 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1431};
1432
1433// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1434#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1435#define IMGUI_DISABLE_OBSOLETE_KEYIO
1436#endif
1437
1438// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1439// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1440// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1441// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1442// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1443enum ImGuiKey : int
1444{
1445 // Keyboard
1446 ImGuiKey_None = 0,
1447 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1448 ImGuiKey_LeftArrow,
1449 ImGuiKey_RightArrow,
1450 ImGuiKey_UpArrow,
1451 ImGuiKey_DownArrow,
1452 ImGuiKey_PageUp,
1453 ImGuiKey_PageDown,
1454 ImGuiKey_Home,
1455 ImGuiKey_End,
1456 ImGuiKey_Insert,
1457 ImGuiKey_Delete,
1458 ImGuiKey_Backspace,
1459 ImGuiKey_Space,
1460 ImGuiKey_Enter,
1461 ImGuiKey_Escape,
1462 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1463 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1464 ImGuiKey_Menu,
1465 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1466 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1467 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1468 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1469 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1470 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1471 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1472 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1473 ImGuiKey_Apostrophe, // '
1474 ImGuiKey_Comma, // ,
1475 ImGuiKey_Minus, // -
1476 ImGuiKey_Period, // .
1477 ImGuiKey_Slash, // /
1478 ImGuiKey_Semicolon, // ;
1479 ImGuiKey_Equal, // =
1480 ImGuiKey_LeftBracket, // [
1481 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1482 ImGuiKey_RightBracket, // ]
1483 ImGuiKey_GraveAccent, // `
1484 ImGuiKey_CapsLock,
1485 ImGuiKey_ScrollLock,
1486 ImGuiKey_NumLock,
1487 ImGuiKey_PrintScreen,
1488 ImGuiKey_Pause,
1489 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1490 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1491 ImGuiKey_KeypadDecimal,
1492 ImGuiKey_KeypadDivide,
1493 ImGuiKey_KeypadMultiply,
1494 ImGuiKey_KeypadSubtract,
1495 ImGuiKey_KeypadAdd,
1496 ImGuiKey_KeypadEnter,
1497 ImGuiKey_KeypadEqual,
1498 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1499 ImGuiKey_AppForward,
1500
1501 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1502 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1503 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1504 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1505 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1506 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1507 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1508 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1509 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1510 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1511 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1512 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1513 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1514 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1515 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1516 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1517 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1518 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1519 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1520 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1521 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1522 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1523 ImGuiKey_GamepadRStickLeft, // [Analog]
1524 ImGuiKey_GamepadRStickRight, // [Analog]
1525 ImGuiKey_GamepadRStickUp, // [Analog]
1526 ImGuiKey_GamepadRStickDown, // [Analog]
1527
1528 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1529 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1530 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1531
1532 // [Internal] Reserved for mod storage
1533 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1534 ImGuiKey_COUNT,
1535
1536 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1537 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1538 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1539 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1540 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1541 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1542 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1543 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1544 ImGuiMod_None = 0,
1545 ImGuiMod_Ctrl = 1 << 12, // Ctrl
1546 ImGuiMod_Shift = 1 << 13, // Shift
1547 ImGuiMod_Alt = 1 << 14, // Option/Menu
1548 ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
1549 ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
1550 ImGuiMod_Mask_ = 0xF800, // 5-bits
1551
1552 // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1553 // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1554 // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1555 ImGuiKey_NamedKey_BEGIN = 512,
1556 ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1557 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1558#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1559 ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1560 ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1561#else
1562 ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1563 ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1564#endif
1565
1566#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1567 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1568 ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1569#endif
1570};
1571
1572#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1573// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1574// 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.
1575// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1576enum ImGuiNavInput
1577{
1578 ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1579 ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1580 ImGuiNavInput_COUNT,
1581};
1582#endif
1583
1584// Configuration flags stored in io.ConfigFlags. Set by user/application.
1585enum ImGuiConfigFlags_
1586{
1587 ImGuiConfigFlags_None = 0,
1588 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1589 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1590 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.
1591 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1592 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1593 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.
1594
1595 // 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)
1596 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1597 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1598};
1599
1600// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1601enum ImGuiBackendFlags_
1602{
1603 ImGuiBackendFlags_None = 0,
1604 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1605 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1606 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1607 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1608};
1609
1610// Enumeration for PushStyleColor() / PopStyleColor()
1611enum ImGuiCol_
1612{
1613 ImGuiCol_Text,
1614 ImGuiCol_TextDisabled,
1615 ImGuiCol_WindowBg, // Background of normal windows
1616 ImGuiCol_ChildBg, // Background of child windows
1617 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1618 ImGuiCol_Border,
1619 ImGuiCol_BorderShadow,
1620 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1621 ImGuiCol_FrameBgHovered,
1622 ImGuiCol_FrameBgActive,
1623 ImGuiCol_TitleBg,
1624 ImGuiCol_TitleBgActive,
1625 ImGuiCol_TitleBgCollapsed,
1626 ImGuiCol_MenuBarBg,
1627 ImGuiCol_ScrollbarBg,
1628 ImGuiCol_ScrollbarGrab,
1629 ImGuiCol_ScrollbarGrabHovered,
1630 ImGuiCol_ScrollbarGrabActive,
1631 ImGuiCol_CheckMark,
1632 ImGuiCol_SliderGrab,
1633 ImGuiCol_SliderGrabActive,
1634 ImGuiCol_Button,
1635 ImGuiCol_ButtonHovered,
1636 ImGuiCol_ButtonActive,
1637 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1638 ImGuiCol_HeaderHovered,
1639 ImGuiCol_HeaderActive,
1640 ImGuiCol_Separator,
1641 ImGuiCol_SeparatorHovered,
1642 ImGuiCol_SeparatorActive,
1643 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1644 ImGuiCol_ResizeGripHovered,
1645 ImGuiCol_ResizeGripActive,
1646 ImGuiCol_Tab, // TabItem in a TabBar
1647 ImGuiCol_TabHovered,
1648 ImGuiCol_TabActive,
1649 ImGuiCol_TabUnfocused,
1650 ImGuiCol_TabUnfocusedActive,
1651 ImGuiCol_PlotLines,
1652 ImGuiCol_PlotLinesHovered,
1653 ImGuiCol_PlotHistogram,
1654 ImGuiCol_PlotHistogramHovered,
1655 ImGuiCol_TableHeaderBg, // Table header background
1656 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1657 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1658 ImGuiCol_TableRowBg, // Table row background (even rows)
1659 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1660 ImGuiCol_TextSelectedBg,
1661 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1662 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1663 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1664 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1665 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1666 ImGuiCol_COUNT
1667};
1668
1669// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1670// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1671// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1672// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1673// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1674// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1675// - 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.
1676enum ImGuiStyleVar_
1677{
1678 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1679 ImGuiStyleVar_Alpha, // float Alpha
1680 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1681 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1682 ImGuiStyleVar_WindowRounding, // float WindowRounding
1683 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1684 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1685 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1686 ImGuiStyleVar_ChildRounding, // float ChildRounding
1687 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1688 ImGuiStyleVar_PopupRounding, // float PopupRounding
1689 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1690 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1691 ImGuiStyleVar_FrameRounding, // float FrameRounding
1692 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1693 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1694 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1695 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1696 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1697 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1698 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1699 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1700 ImGuiStyleVar_GrabRounding, // float GrabRounding
1701 ImGuiStyleVar_TabRounding, // float TabRounding
1702 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1703 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1704 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1705 ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize
1706 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1707 ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding
1708 ImGuiStyleVar_COUNT
1709};
1710
1711// Flags for InvisibleButton() [extended in imgui_internal.h]
1712enum ImGuiButtonFlags_
1713{
1714 ImGuiButtonFlags_None = 0,
1715 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1716 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1717 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1718
1719 // [Internal]
1720 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1721 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1722};
1723
1724// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1725enum ImGuiColorEditFlags_
1726{
1727 ImGuiColorEditFlags_None = 0,
1728 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1729 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1730 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1731 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1732 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1733 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1734 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1735 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1736 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1737 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1738
1739 // User Options (right-click on widget to change some of them).
1740 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1741 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1742 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1743 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).
1744 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.
1745 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1746 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1747 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1748 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.
1749 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1750 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1751 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1752 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1753
1754 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1755 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1756 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1757
1758 // [Internal] Masks
1759 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1760 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1761 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1762 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1763
1764 // Obsolete names
1765 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1766};
1767
1768// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1769// 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.
1770// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1771enum ImGuiSliderFlags_
1772{
1773 ImGuiSliderFlags_None = 0,
1774 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.
1775 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.
1776 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)
1777 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1778 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.
1779
1780 // Obsolete names
1781 //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1782};
1783
1784// Identify a mouse button.
1785// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1786enum ImGuiMouseButton_
1787{
1788 ImGuiMouseButton_Left = 0,
1789 ImGuiMouseButton_Right = 1,
1790 ImGuiMouseButton_Middle = 2,
1791 ImGuiMouseButton_COUNT = 5
1792};
1793
1794// Enumeration for GetMouseCursor()
1795// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1796enum ImGuiMouseCursor_
1797{
1798 ImGuiMouseCursor_None = -1,
1799 ImGuiMouseCursor_Arrow = 0,
1800 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1801 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1802 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1803 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1804 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1805 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1806 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1807 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1808 ImGuiMouseCursor_COUNT
1809};
1810
1811// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1812// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1813// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1814// You can submit a change of pointer type using io.AddMouseSourceEvent().
1815enum ImGuiMouseSource : int
1816{
1817 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1818 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1819 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1820 ImGuiMouseSource_COUNT
1821};
1822
1823// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1824// Represent a condition.
1825// 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.
1826enum ImGuiCond_
1827{
1828 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1829 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1830 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1831 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1832 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1833};
1834
1835//-----------------------------------------------------------------------------
1836// [SECTION] Helpers: Memory allocations macros, ImVector<>
1837//-----------------------------------------------------------------------------
1838
1839//-----------------------------------------------------------------------------
1840// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1841// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1842// 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.
1843//-----------------------------------------------------------------------------
1844
1845struct ImNewWrapper {};
1846inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1847inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1848#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1849#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1850#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1851#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1852template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
1853
1854//-----------------------------------------------------------------------------
1855// ImVector<>
1856// 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).
1857//-----------------------------------------------------------------------------
1858// - 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.
1859// - We use std-like naming convention here, which is a little unusual for this codebase.
1860// - 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.
1861// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1862// 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.
1863//-----------------------------------------------------------------------------
1864
1865IM_MSVC_RUNTIME_CHECKS_OFF
1866template<typename T>
1867struct ImVector
1868{
1869 int Size;
1870 int Capacity;
1871 T* Data;
1872
1873 // Provide standard typedefs but we don't use them ourselves.
1874 typedef T value_type;
1875 typedef value_type* iterator;
1876 typedef const value_type* const_iterator;
1877
1878 // Constructors, destructor
1879 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1880 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1881 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; }
1882 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1883
1884 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
1885 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
1886 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
1887
1888 inline bool empty() const { return Size == 0; }
1889 inline int size() const { return Size; }
1890 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1891 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1892 inline int capacity() const { return Capacity; }
1893 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1894 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1895
1896 inline T* begin() { return Data; }
1897 inline const T* begin() const { return Data; }
1898 inline T* end() { return Data + Size; }
1899 inline const T* end() const { return Data + Size; }
1900 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1901 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1902 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1903 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1904 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; }
1905
1906 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1907 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
1908 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; }
1909 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
1910 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; }
1911 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; }
1912
1913 // 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.
1914 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++; }
1915 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1916 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
1917 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; }
1918 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; }
1919 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; }
1920 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; }
1921 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; }
1922 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; }
1923 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; }
1924 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; }
1925 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1926 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1927 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; }
1928};
1929IM_MSVC_RUNTIME_CHECKS_RESTORE
1930
1931//-----------------------------------------------------------------------------
1932// [SECTION] ImGuiStyle
1933//-----------------------------------------------------------------------------
1934// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1935// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1936// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1937//-----------------------------------------------------------------------------
1938
1939struct ImGuiStyle
1940{
1941 float Alpha; // Global alpha applies to everything in Dear ImGui.
1942 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1943 ImVec2 WindowPadding; // Padding within a window.
1944 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.
1945 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).
1946 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
1947 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1948 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1949 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1950 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).
1951 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1952 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).
1953 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1954 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1955 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).
1956 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1957 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1958 ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows.
1959 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!
1960 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1961 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1962 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1963 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1964 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1965 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1966 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1967 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1968 float TabBorderSize; // Thickness of border around tabs.
1969 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.
1970 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1971 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
1972 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1973 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1974 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.
1975 float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
1976 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1977 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.
1978 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.
1979 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!
1980 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1981 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).
1982 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).
1983 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).
1984 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.
1985 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.
1986 ImVec4 Colors[ImGuiCol_COUNT];
1987
1988 // Behaviors
1989 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
1990 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1991 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1992 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1993 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1994 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1995
1996 IMGUI_API ImGuiStyle();
1997 IMGUI_API void ScaleAllSizes(float scale_factor);
1998};
1999
2000//-----------------------------------------------------------------------------
2001// [SECTION] ImGuiIO
2002//-----------------------------------------------------------------------------
2003// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2004// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2005//-----------------------------------------------------------------------------
2006
2007// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2008// 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.
2009struct ImGuiKeyData
2010{
2011 bool Down; // True for if key is down
2012 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2013 float DownDurationPrev; // Last frame duration the key has been down
2014 float AnalogValue; // 0.0f..1.0f for gamepad values
2015};
2016
2017struct ImGuiIO
2018{
2019 //------------------------------------------------------------------
2020 // Configuration // Default value
2021 //------------------------------------------------------------------
2022
2023 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2024 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2025 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2026 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2027 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2028 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.
2029 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2030 void* UserData; // = NULL // Store your own data.
2031
2032 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2033 float FontGlobalScale; // = 1.0f // Global scale all fonts
2034 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2035 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2036 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.
2037
2038 // Miscellaneous options
2039 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.
2040 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.
2041 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.
2042 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2043 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2044 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.
2045 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)
2046 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2047 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2048
2049 // Inputs Behaviors
2050 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2051 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2052 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2053 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2054 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2055 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2056
2057 //------------------------------------------------------------------
2058 // Debug options
2059 //------------------------------------------------------------------
2060
2061 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2062 // Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2063 // This is inconsistent with other BeginXXX functions and create confusion for many users.
2064 // We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2065 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.
2066 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.
2067
2068 // Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2069 // Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2070 // Consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2071 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
2072
2073 // Options to audit .ini data
2074 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2075
2076 //------------------------------------------------------------------
2077 // Platform Functions
2078 // (the imgui_impl_xxxx backend files are setting those up for you)
2079 //------------------------------------------------------------------
2080
2081 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2082 const char* BackendPlatformName; // = NULL
2083 const char* BackendRendererName; // = NULL
2084 void* BackendPlatformUserData; // = NULL // User data for platform backend
2085 void* BackendRendererUserData; // = NULL // User data for renderer backend
2086 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2087
2088 // Optional: Access OS clipboard
2089 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
2090 const char* (*GetClipboardTextFn)(void* user_data);
2091 void (*SetClipboardTextFn)(void* user_data, const char* text);
2092 void* ClipboardUserData;
2093
2094 // 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)
2095 // (default to use native imm32 api on Windows)
2096 void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
2097
2098 // Optional: Platform locale
2099 ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
2100
2101 //------------------------------------------------------------------
2102 // Input - Call before calling NewFrame()
2103 //------------------------------------------------------------------
2104
2105 // Input Functions
2106 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)
2107 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.
2108 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)
2109 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2110 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.
2111 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2112 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2113 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2114 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2115 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2116
2117 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.
2118 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.
2119 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2120 IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2121#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2122 IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().
2123#endif
2124
2125 //------------------------------------------------------------------
2126 // Output - Updated by NewFrame() or EndFrame()/Render()
2127 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2128 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2129 //------------------------------------------------------------------
2130
2131 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.).
2132 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.).
2133 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).
2134 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2135 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!
2136 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.
2137 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2138 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.
2139 int MetricsRenderVertices; // Vertices output during last call to Render()
2140 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2141 int MetricsRenderWindows; // Number of visible windows
2142 int MetricsActiveWindows; // Number of active windows
2143 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.
2144
2145 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2146 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2147 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2148#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2149 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.
2150 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.
2151 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.
2152#endif
2153#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2154 void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2155#else
2156 void* _UnusedPadding;
2157#endif
2158
2159 //------------------------------------------------------------------
2160 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2161 //------------------------------------------------------------------
2162
2163 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2164
2165 // Main Input State
2166 // (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)
2167 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2168 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2169 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.
2170 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.
2171 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.
2172 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2173 bool KeyCtrl; // Keyboard modifier down: Control
2174 bool KeyShift; // Keyboard modifier down: Shift
2175 bool KeyAlt; // Keyboard modifier down: Alt
2176 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2177
2178 // Other state maintained from data above + IO function calls
2179 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()
2180 ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2181 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2182 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2183 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2184 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2185 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2186 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2187 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2188 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2189 bool MouseReleased[5]; // Mouse button went from Down to !Down
2190 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.
2191 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2192 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.
2193 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2194 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2195 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2196 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.
2197 bool AppFocusLost; // Only modify via AddFocusEvent()
2198 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2199 ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2200 bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2201 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2202 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2203
2204 IMGUI_API ImGuiIO();
2205};
2206
2207//-----------------------------------------------------------------------------
2208// [SECTION] Misc data structures
2209//-----------------------------------------------------------------------------
2210
2211// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2212// The callback function should return 0 by default.
2213// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2214// - 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)
2215// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2216// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2217// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2218// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2219// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2220struct ImGuiInputTextCallbackData
2221{
2222 ImGuiContext* Ctx; // Parent UI context
2223 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2224 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2225 void* UserData; // What user passed to InputText() // Read-only
2226
2227 // Arguments for the different callback events
2228 // - 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.
2229 // - 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.
2230 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;
2231 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2232 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2233 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()
2234 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
2235 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2236 int CursorPos; // // Read-write // [Completion,History,Always]
2237 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2238 int SelectionEnd; // // Read-write // [Completion,History,Always]
2239
2240 // Helper functions for text manipulation.
2241 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2242 IMGUI_API ImGuiInputTextCallbackData();
2243 IMGUI_API void DeleteChars(int pos, int bytes_count);
2244 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2245 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2246 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2247 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2248};
2249
2250// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2251// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2252struct ImGuiSizeCallbackData
2253{
2254 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2255 ImVec2 Pos; // Read-only. Window position, for reference.
2256 ImVec2 CurrentSize; // Read-only. Current window size.
2257 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2258};
2259
2260// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2261struct ImGuiPayload
2262{
2263 // Members
2264 void* Data; // Data (copied and owned by dear imgui)
2265 int DataSize; // Data size
2266
2267 // [Internal]
2268 ImGuiID SourceId; // Source item id
2269 ImGuiID SourceParentId; // Source parent id (if available)
2270 int DataFrameCount; // Data timestamp
2271 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2272 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2273 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2274
2275 ImGuiPayload() { Clear(); }
2276 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2277 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
2278 bool IsPreview() const { return Preview; }
2279 bool IsDelivery() const { return Delivery; }
2280};
2281
2282// Sorting specification for one column of a table (sizeof == 12 bytes)
2283struct ImGuiTableColumnSortSpecs
2284{
2285 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2286 ImS16 ColumnIndex; // Index of the column
2287 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)
2288 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2289
2290 ImGuiTableColumnSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2291};
2292
2293// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2294// Obtained by calling TableGetSortSpecs().
2295// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2296// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2297struct ImGuiTableSortSpecs
2298{
2299 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2300 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2301 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2302
2303 ImGuiTableSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2304};
2305
2306//-----------------------------------------------------------------------------
2307// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2308//-----------------------------------------------------------------------------
2309
2310// Helper: Unicode defines
2311#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2312#ifdef IMGUI_USE_WCHAR32
2313#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2314#else
2315#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2316#endif
2317
2318// 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.
2319// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2320struct ImGuiOnceUponAFrame
2321{
2322 ImGuiOnceUponAFrame() { RefFrame = -1; }
2323 mutable int RefFrame;
2324 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2325};
2326
2327// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2328struct ImGuiTextFilter
2329{
2330 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2331 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2332 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2333 IMGUI_API void Build();
2334 void Clear() { InputBuf[0] = 0; Build(); }
2335 bool IsActive() const { return !Filters.empty(); }
2336
2337 // [Internal]
2338 struct ImGuiTextRange
2339 {
2340 const char* b;
2341 const char* e;
2342
2343 ImGuiTextRange() { b = e = NULL; }
2344 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2345 bool empty() const { return b == e; }
2346 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2347 };
2348 char InputBuf[256];
2349 ImVector<ImGuiTextRange>Filters;
2350 int CountGrep;
2351};
2352
2353// Helper: Growable text buffer for logging/accumulating text
2354// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2355struct ImGuiTextBuffer
2356{
2357 ImVector<char> Buf;
2358 IMGUI_API static char EmptyString[1];
2359
2360 ImGuiTextBuffer() { }
2361 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2362 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2363 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2364 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2365 bool empty() const { return Buf.Size <= 1; }
2366 void clear() { Buf.clear(); }
2367 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
2368 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2369 IMGUI_API void append(const char* str, const char* str_end = NULL);
2370 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2371 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2372};
2373
2374// Helper: Key->Value storage
2375// Typically you don't have to worry about this since a storage is held within each Window.
2376// We use it to e.g. store collapse state for a tree (Int 0/1)
2377// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2378// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2379// - 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).
2380// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2381// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2382struct ImGuiStorage
2383{
2384 // [Internal]
2385 struct ImGuiStoragePair
2386 {
2387 ImGuiID key;
2388 union { int val_i; float val_f; void* val_p; };
2389 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2390 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2391 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2392 };
2393
2394 ImVector<ImGuiStoragePair> Data;
2395
2396 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2397 // - Set***() functions find pair, insertion on demand if missing.
2398 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2399 void Clear() { Data.clear(); }
2400 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2401 IMGUI_API void SetInt(ImGuiID key, int val);
2402 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2403 IMGUI_API void SetBool(ImGuiID key, bool val);
2404 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2405 IMGUI_API void SetFloat(ImGuiID key, float val);
2406 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2407 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2408
2409 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2410 // - 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.
2411 // - 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)
2412 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2413 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2414 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2415 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2416 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2417
2418 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2419 IMGUI_API void BuildSortByKey();
2420 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2421 IMGUI_API void SetAllInt(int val);
2422};
2423
2424// Helper: Manually clip large list of items.
2425// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2426// clipping based on visibility to only submit items that are in view.
2427// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2428// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2429// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2430// scale using lists with tens of thousands of items without a problem)
2431// Usage:
2432// ImGuiListClipper clipper;
2433// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2434// while (clipper.Step())
2435// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2436// ImGui::Text("line number %d", i);
2437// Generally what happens is:
2438// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2439// - User code submit that one element.
2440// - Clipper can measure the height of the first element
2441// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2442// - User code submit visible elements.
2443// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2444struct ImGuiListClipper
2445{
2446 ImGuiContext* Ctx; // Parent UI context
2447 int DisplayStart; // First item to display, updated by each call to Step()
2448 int DisplayEnd; // End of items to display (exclusive)
2449 int ItemsCount; // [Internal] Number of items
2450 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2451 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2452 void* TempData; // [Internal] Internal data
2453
2454 // 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)
2455 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2456 IMGUI_API ImGuiListClipper();
2457 IMGUI_API ~ImGuiListClipper();
2458 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2459 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2460 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2461
2462 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2463 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2464 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_begin: item_index, item_end: item_index + 1); }
2465 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.
2466
2467#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2468 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2469 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2470 //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]
2471#endif
2472};
2473
2474// Helpers: ImVec2/ImVec4 operators
2475// - It is important that we are keeping those disabled by default so they don't leak in user space.
2476// - 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)
2477// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
2478#ifdef IMGUI_DEFINE_MATH_OPERATORS
2479#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2480IM_MSVC_RUNTIME_CHECKS_OFF
2481static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2482static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2483static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2484static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2485static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2486static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2487static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2488static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2489static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2490static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2491static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2492static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2493static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2494static 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); }
2495static 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); }
2496static 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); }
2497IM_MSVC_RUNTIME_CHECKS_RESTORE
2498#endif
2499
2500// Helpers macros to generate 32-bit encoded colors
2501// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2502#ifndef IM_COL32_R_SHIFT
2503#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2504#define IM_COL32_R_SHIFT 16
2505#define IM_COL32_G_SHIFT 8
2506#define IM_COL32_B_SHIFT 0
2507#define IM_COL32_A_SHIFT 24
2508#define IM_COL32_A_MASK 0xFF000000
2509#else
2510#define IM_COL32_R_SHIFT 0
2511#define IM_COL32_G_SHIFT 8
2512#define IM_COL32_B_SHIFT 16
2513#define IM_COL32_A_SHIFT 24
2514#define IM_COL32_A_MASK 0xFF000000
2515#endif
2516#endif
2517#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))
2518#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2519#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2520#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2521
2522// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2523// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2524// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2525// **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.
2526struct ImColor
2527{
2528 ImVec4 Value;
2529
2530 constexpr ImColor() { }
2531 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2532 constexpr ImColor(const ImVec4& col) : Value(col) {}
2533 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)) {}
2534 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)) {}
2535 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
2536 inline operator ImVec4() const { return Value; }
2537
2538 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2539 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; }
2540 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); }
2541};
2542
2543//-----------------------------------------------------------------------------
2544// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2545// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2546//-----------------------------------------------------------------------------
2547
2548// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2549#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2550#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2551#endif
2552
2553// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2554// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2555// you can poke into the draw list for that! Draw callback may be useful for example to:
2556// A) Change your GPU render state,
2557// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2558// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2559// 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.
2560#ifndef ImDrawCallback
2561typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2562#endif
2563
2564// Special Draw callback value to request renderer backend to reset the graphics/render state.
2565// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2566// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2567// 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).
2568#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2569
2570// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2571// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2572// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2573// Backends made for <1.71. will typically ignore the VtxOffset fields.
2574// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2575struct ImDrawCmd
2576{
2577 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2578 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.
2579 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.
2580 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2581 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[].
2582 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2583 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2584
2585 ImDrawCmd() { memset(s: this, c: 0, n: sizeof(*this)); } // Also ensure our padding fields are zeroed
2586
2587 // 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)
2588 inline ImTextureID GetTexID() const { return TextureId; }
2589};
2590
2591// Vertex layout
2592#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2593struct ImDrawVert
2594{
2595 ImVec2 pos;
2596 ImVec2 uv;
2597 ImU32 col;
2598};
2599#else
2600// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2601// 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.
2602// 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.
2603// 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.
2604IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2605#endif
2606
2607// [Internal] For use by ImDrawList
2608struct ImDrawCmdHeader
2609{
2610 ImVec4 ClipRect;
2611 ImTextureID TextureId;
2612 unsigned int VtxOffset;
2613};
2614
2615// [Internal] For use by ImDrawListSplitter
2616struct ImDrawChannel
2617{
2618 ImVector<ImDrawCmd> _CmdBuffer;
2619 ImVector<ImDrawIdx> _IdxBuffer;
2620};
2621
2622
2623// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2624// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2625struct ImDrawListSplitter
2626{
2627 int _Current; // Current channel number (0)
2628 int _Count; // Number of active channels (1+)
2629 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2630
2631 inline ImDrawListSplitter() { memset(s: this, c: 0, n: sizeof(*this)); }
2632 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2633 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2634 IMGUI_API void ClearFreeMemory();
2635 IMGUI_API void Split(ImDrawList* draw_list, int count);
2636 IMGUI_API void Merge(ImDrawList* draw_list);
2637 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2638};
2639
2640// Flags for ImDrawList functions
2641// (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)
2642enum ImDrawFlags_
2643{
2644 ImDrawFlags_None = 0,
2645 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2646 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2647 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2648 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2649 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2650 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2651 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2652 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2653 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2654 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2655 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2656 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2657 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2658};
2659
2660// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2661// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2662enum ImDrawListFlags_
2663{
2664 ImDrawListFlags_None = 0,
2665 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)
2666 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2667 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2668 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2669};
2670
2671// Draw command list
2672// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2673// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2674// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2675// access the current window draw list and draw custom primitives.
2676// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2677// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2678// 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!)
2679// 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.
2680struct ImDrawList
2681{
2682 // This is what you have to render
2683 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2684 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2685 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2686 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2687
2688 // [Internal, used while building lists]
2689 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2690 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2691 const char* _OwnerName; // Pointer to owner window's name for debugging
2692 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2693 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2694 ImVector<ImVec4> _ClipRectStack; // [Internal]
2695 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2696 ImVector<ImVec2> _Path; // [Internal] current path building
2697 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2698 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2699 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2700
2701 // 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)
2702 ImDrawList(ImDrawListSharedData* shared_data) { memset(s: this, c: 0, n: sizeof(*this)); _Data = shared_data; }
2703
2704 ~ImDrawList() { _ClearFreeMemory(); }
2705 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)
2706 IMGUI_API void PushClipRectFullScreen();
2707 IMGUI_API void PopClipRect();
2708 IMGUI_API void PushTextureID(ImTextureID texture_id);
2709 IMGUI_API void PopTextureID();
2710 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2711 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2712
2713 // Primitives
2714 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2715 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2716 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2717 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2718 // In future versions we will use textures to provide cheaper and higher-quality circles.
2719 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2720 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2721 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)
2722 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)
2723 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);
2724 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2725 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2726 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2727 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2728 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2729 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2730 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2731 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2732 IMGUI_API 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);
2733 IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0);
2734 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2735 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);
2736 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2737 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2738 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)
2739 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)
2740
2741 // Image primitives
2742 // - Read FAQ to understand what ImTextureID is.
2743 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2744 // - "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.
2745 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);
2746 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);
2747 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);
2748
2749 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2750 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2751 inline void PathClear() { _Path.Size = 0; }
2752 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
2753 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); }
2754 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
2755 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; }
2756 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2757 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
2758 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
2759 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2760 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2761 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2762
2763 // Advanced
2764 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.
2765 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
2766 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2767
2768 // Advanced: Channels
2769 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2770 // - 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)
2771 // - This API shouldn't have been in ImDrawList in the first place!
2772 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2773 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2774 inline void ChannelsSplit(int count) { _Splitter.Split(draw_list: this, count); }
2775 inline void ChannelsMerge() { _Splitter.Merge(draw_list: this); }
2776 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(draw_list: this, channel_idx: n); }
2777
2778 // Advanced: Primitives allocations
2779 // - We render triangles (three vertices)
2780 // - All primitives needs to be reserved via PrimReserve() beforehand.
2781 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2782 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2783 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2784 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2785 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);
2786 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2787 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2788 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2789
2790 // Obsolete names
2791 //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)
2792 //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)
2793
2794 // [Internal helpers]
2795 IMGUI_API void _ResetForNewFrame();
2796 IMGUI_API void _ClearFreeMemory();
2797 IMGUI_API void _PopUnusedDrawCmd();
2798 IMGUI_API void _TryMergeDrawCmds();
2799 IMGUI_API void _OnChangedClipRect();
2800 IMGUI_API void _OnChangedTextureID();
2801 IMGUI_API void _OnChangedVtxOffset();
2802 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2803 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2804 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2805};
2806
2807// All draw data to render a Dear ImGui frame
2808// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2809// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2810struct ImDrawData
2811{
2812 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2813 int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
2814 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2815 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2816 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
2817 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)
2818 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2819 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.
2820 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
2821
2822 // Functions
2823 ImDrawData() { Clear(); }
2824 IMGUI_API void Clear();
2825 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
2826 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!
2827 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.
2828};
2829
2830//-----------------------------------------------------------------------------
2831// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2832//-----------------------------------------------------------------------------
2833
2834struct ImFontConfig
2835{
2836 void* FontData; // // TTF/OTF data
2837 int FontDataSize; // // TTF/OTF data size
2838 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2839 int FontNo; // 0 // Index of font within TTF/OTF file
2840 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2841 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.
2842 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.
2843 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.
2844 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2845 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2846 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).
2847 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2848 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2849 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.
2850 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2851 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.
2852 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.
2853 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2854
2855 // [Internal]
2856 char Name[40]; // Name (strictly to ease debugging)
2857 ImFont* DstFont;
2858
2859 IMGUI_API ImFontConfig();
2860};
2861
2862// Hold rendering data for one glyph.
2863// (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)
2864struct ImFontGlyph
2865{
2866 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)
2867 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2868 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2869 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2870 float X0, Y0, X1, Y1; // Glyph corners
2871 float U0, V0, U1, V1; // Texture coordinates
2872};
2873
2874// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2875// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2876struct ImFontGlyphRangesBuilder
2877{
2878 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2879
2880 ImFontGlyphRangesBuilder() { Clear(); }
2881 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); }
2882 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
2883 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
2884 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2885 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2886 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2887 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2888};
2889
2890// See ImFontAtlas::AddCustomRectXXX functions.
2891struct ImFontAtlasCustomRect
2892{
2893 unsigned short Width, Height; // Input // Desired rectangle dimension
2894 unsigned short X, Y; // Output // Packed position in Atlas
2895 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2896 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2897 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2898 ImFont* Font; // Input // For custom font glyphs only: target font
2899 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2900 bool IsPacked() const { return X != 0xFFFF; }
2901};
2902
2903// Flags for ImFontAtlas build
2904enum ImFontAtlasFlags_
2905{
2906 ImFontAtlasFlags_None = 0,
2907 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2908 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2909 ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2910};
2911
2912// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2913// - One or more fonts.
2914// - Custom graphics data needed to render the shapes needed by Dear ImGui.
2915// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2916// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2917// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
2918// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2919// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2920// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2921// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2922// Common pitfalls:
2923// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2924// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2925// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2926// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2927// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2928// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
2929struct ImFontAtlas
2930{
2931 IMGUI_API ImFontAtlas();
2932 IMGUI_API ~ImFontAtlas();
2933 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2934 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2935 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2936 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
2937 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
2938 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
2939 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
2940 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2941 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2942 IMGUI_API void Clear(); // Clear all input and output.
2943
2944 // Build atlas, retrieve pixel data.
2945 // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
2946 // The pitch is always = Width * BytesPerPixels (1 or 4)
2947 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2948 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2949 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2950 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2951 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2952 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
2953 void SetTexID(ImTextureID id) { TexID = id; }
2954
2955 //-------------------------------------------
2956 // Glyph Ranges
2957 //-------------------------------------------
2958
2959 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2960 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
2961 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
2962 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2963 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2964 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
2965 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2966 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2967 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2968 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2969 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2970 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2971 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2972
2973 //-------------------------------------------
2974 // [BETA] Custom Rectangles/Glyphs API
2975 //-------------------------------------------
2976
2977 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2978 // - After calling Build(), you can query the rectangle position and render your pixels.
2979 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2980 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2981 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2982 // - Read docs/FONTS.md for more details about using colorful icons.
2983 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2984 IMGUI_API int AddCustomRectRegular(int width, int height);
2985 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2986 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2987
2988 // [Internal]
2989 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2990 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2991
2992 //-------------------------------------------
2993 // Members
2994 //-------------------------------------------
2995
2996 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2997 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2998 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2999 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3000 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3001 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3002
3003 // [Internal]
3004 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3005 bool TexReady; // Set when texture was built matching current font input
3006 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
3007 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3008 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3009 int TexWidth; // Texture width calculated during Build().
3010 int TexHeight; // Texture height calculated during Build().
3011 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3012 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3013 ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
3014 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3015 ImVector<ImFontConfig> ConfigData; // Configuration data
3016 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3017
3018 // [Internal] Font builder
3019 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3020 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
3021
3022 // [Internal] Packing data
3023 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3024 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3025
3026 // [Obsolete]
3027 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3028 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3029};
3030
3031// Font runtime data and rendering
3032// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3033struct ImFont
3034{
3035 // Members: Hot ~20/24 bytes (for CalcTextSize)
3036 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
3037 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3038 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3039
3040 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3041 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3042 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3043 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3044
3045 // Members: Cold ~32/40 bytes
3046 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3047 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3048 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3049 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3050 ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3051 short EllipsisCharCount; // 1 // out // 1 or 3
3052 float EllipsisWidth; // 4 // out // Width
3053 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3054 bool DirtyLookupTables; // 1 // out //
3055 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3056 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
3057 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3058 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3059
3060 // Methods
3061 IMGUI_API ImFont();
3062 IMGUI_API ~ImFont();
3063 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
3064 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
3065 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3066 bool IsLoaded() const { return ContainerAtlas != NULL; }
3067 const char*