1// dear imgui, v1.66b
2// (headers)
3
4// See imgui.cpp file for documentation.
5// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
7// Get latest version at https://github.com/ocornut/imgui
8
9/*
10
11Index of this file:
12// Header mess
13// Forward declarations and basic types
14// ImGui API (Dear ImGui end-user API)
15// Flags & Enumerations
16// ImGuiStyle
17// ImGuiIO
18// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
19// Obsolete functions
20// Helpers (ImVector, ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
21// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
22// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
23
24*/
25
26#pragma once
27
28// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
29#ifdef IMGUI_USER_CONFIG
30#include IMGUI_USER_CONFIG
31#endif
32#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
33#include "imconfig.h"
34#endif
35
36//-----------------------------------------------------------------------------
37// Header mess
38//-----------------------------------------------------------------------------
39
40#include <float.h> // FLT_MAX
41#include <stdarg.h> // va_list
42#include <stddef.h> // ptrdiff_t, NULL
43#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
44
45// Version
46// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
47#define IMGUI_VERSION "1.66b"
48#define IMGUI_VERSION_NUM 16602
49#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
50
51// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
52// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
53#ifndef IMGUI_API
54#define IMGUI_API
55#endif
56#ifndef IMGUI_IMPL_API
57#define IMGUI_IMPL_API IMGUI_API
58#endif
59
60// Helper Macros
61#ifndef IM_ASSERT
62#include <assert.h>
63#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
64#endif
65#if defined(__clang__) || defined(__GNUC__)
66#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
67#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
68#else
69#define IM_FMTARGS(FMT)
70#define IM_FMTLIST(FMT)
71#endif
72#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
73#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
74
75// Warnings
76#if defined(__clang__)
77#pragma clang diagnostic push
78#pragma clang diagnostic ignored "-Wold-style-cast"
79#elif defined(__GNUC__) && __GNUC__ >= 8
80#pragma GCC diagnostic push
81#pragma GCC diagnostic ignored "-Wclass-memaccess"
82#endif
83
84//-----------------------------------------------------------------------------
85// Forward declarations and basic types
86//-----------------------------------------------------------------------------
87
88struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
89struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
90struct ImDrawData; // All draw command lists required to render the frame
91struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
92struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
93struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
94struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
95struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
96struct ImFontConfig; // Configuration data when adding a font or merging fonts
97struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
98#ifndef ImTextureID
99typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
100#endif
101struct ImGuiContext; // ImGui context (opaque)
102struct ImGuiIO; // Main configuration and I/O between your application and ImGui
103struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
104struct ImGuiListClipper; // Helper to manually clip large list of items
105struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
106struct ImGuiPayload; // User data payload for drag and drop operations
107struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
108struct ImGuiStorage; // Helper for key->value storage
109struct ImGuiStyle; // Runtime data for styling/colors
110struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
111struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
112
113// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
114// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
115typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
116typedef unsigned short ImWchar; // Character for keyboard input/display
117typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
118typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
119typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
120typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
121typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
122typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
123typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
124typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
125typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
126typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
127typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
128typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
129typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
130typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
131typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
132typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
133typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
134typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
135typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
136typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
137typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
138typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
139typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
140typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
141typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
142
143// Scalar data types
144typedef signed int ImS32; // 32-bit signed integer == int
145typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
146#if defined(_MSC_VER) && !defined(__clang__)
147typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
148typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
149#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
150#include <stdint.h>
151typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
152typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
153#else
154typedef signed long long ImS64; // 64-bit signed integer (post C++11)
155typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
156#endif
157
158// 2D vector (often used to store positions, sizes, etc.)
159struct ImVec2
160{
161 float x, y;
162 ImVec2() { x = y = 0.0f; }
163 ImVec2(float _x, float _y) { x = _x; y = _y; }
164 float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
165#ifdef IM_VEC2_CLASS_EXTRA
166 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.
167#endif
168};
169
170// 4D vector (often used to store floating-point colors)
171struct ImVec4
172{
173 float x, y, z, w;
174 ImVec4() { x = y = z = w = 0.0f; }
175 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
176#ifdef IM_VEC4_CLASS_EXTRA
177 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.
178#endif
179};
180
181//-----------------------------------------------------------------------------
182// ImGui: Dear ImGui end-user API
183// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
184//-----------------------------------------------------------------------------
185
186namespace ImGui
187{
188 // Context creation and access
189 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
190 // All those functions are not reliant on the current context.
191 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
192 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
193 IMGUI_API ImGuiContext* GetCurrentContext();
194 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
195 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);
196
197 // Main
198 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
199 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
200 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
201 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
202 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
203 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
204
205 // Demo, Debug, Information
206 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
207 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
208 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
209 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)
210 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
211 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
212 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
213 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
214
215 // Styles
216 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
217 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
218 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
219
220 // Windows
221 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
222 // - You may append multiple times to the same window during the same frame.
223 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, which clicking will set the boolean to false when clicked.
224 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
225 // Always call a matching End() for each Begin() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
226 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
227 IMGUI_API void End();
228
229 // Child Windows
230 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
231 // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
232 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
233 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
234 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
235 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
236 IMGUI_API void EndChild();
237
238 // Windows Utilities
239 IMGUI_API bool IsWindowAppearing();
240 IMGUI_API bool IsWindowCollapsed();
241 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
242 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
243 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
244 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
245 IMGUI_API ImVec2 GetWindowSize(); // get current window size
246 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
247 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
248 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
249 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
250 IMGUI_API float GetContentRegionAvailWidth(); //
251 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
252 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
253 IMGUI_API float GetWindowContentRegionWidth(); //
254
255 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.
256 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()
257 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 -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
258 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
259 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
260 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
261 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
262 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.
263 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.
264 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
265 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
266 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
267 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
268 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.
269 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
270 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
271
272 // Windows Scrolling
273 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
274 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
275 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
276 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
277 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
278 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
279 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.
280 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
281
282 // Parameters stacks (shared)
283 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
284 IMGUI_API void PopFont();
285 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
286 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
287 IMGUI_API void PopStyleColor(int count = 1);
288 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
289 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
290 IMGUI_API void PopStyleVar(int count = 1);
291 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.
292 IMGUI_API ImFont* GetFont(); // get current font
293 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
294 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
295 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
296 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
297 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
298
299 // Parameters stacks (current window)
300 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
301 IMGUI_API void PopItemWidth();
302 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
303 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping 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
304 IMGUI_API void PopTextWrapPos();
305 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
306 IMGUI_API void PopAllowKeyboardFocus();
307 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.
308 IMGUI_API void PopButtonRepeat();
309
310 // Cursor / Layout
311 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
312 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
313 IMGUI_API void NewLine(); // undo a SameLine()
314 IMGUI_API void Spacing(); // add vertical spacing
315 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
316 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
317 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
318 IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
319 IMGUI_API void EndGroup();
320 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
321 IMGUI_API float GetCursorPosX(); // "
322 IMGUI_API float GetCursorPosY(); // "
323 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
324 IMGUI_API void SetCursorPosX(float x); // "
325 IMGUI_API void SetCursorPosY(float y); // "
326 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
327 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
328 IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
329 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)
330 IMGUI_API float GetTextLineHeight(); // ~ FontSize
331 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
332 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
333 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
334
335 // ID stack/scopes
336 // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
337 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
338 // You can also use the "##foobar" syntax within widget label to distinguish them from each others.
339 // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
340 // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
341 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
342 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
343 IMGUI_API void PushID(const void* ptr_id);
344 IMGUI_API void PushID(int int_id);
345 IMGUI_API void PopID();
346 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
347 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
348 IMGUI_API ImGuiID GetID(const void* ptr_id);
349
350 // Widgets: Text
351 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.
352 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
353 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
354 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
355 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
356 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
357 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
358 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().
359 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
360 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
361 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
362 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
363 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
364
365 // Widgets: Main
366 // Most widgets return true when the value has been changed or when pressed/selected
367 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
368 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
369 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
370 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
371 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));
372 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
373 IMGUI_API bool Checkbox(const char* label, bool* v);
374 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
375 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
376 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
377 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
378 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
379
380 // Widgets: Combo Box
381 // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
382 // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
383 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
384 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
385 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
386 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"
387 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
388
389 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
390 // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that 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. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
391 // 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.
392 // 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).
393 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", float power = 1.0f); // If v_min >= v_max we have no bound
394 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", float power = 1.0f);
395 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", float power = 1.0f);
396 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", float power = 1.0f);
397 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, float power = 1.0f);
398 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"); // If v_min >= v_max we have no bound
399 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");
400 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");
401 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");
402 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);
403 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
404 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
405
406 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
407 // 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.
408 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
409 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
410 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
411 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
412 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");
413 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
414 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
415 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
416 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
417 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
418 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
419 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
420 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
421 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
422
423 // Widgets: Input with Keyboard
424 // If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
425 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
426 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);
427 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
428 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
429 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
430 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
431 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
432 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
433 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
434 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
435 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
436 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
437 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
438
439 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
440 // Note that 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. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
441 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
442 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
443 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
444 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
445 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
446 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.
447
448 // Widgets: Trees
449 // 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.
450 IMGUI_API bool TreeNode(const char* label);
451 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely 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().
452 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
453 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
454 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
455 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
456 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
457 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
458 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
459 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
460 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.
461 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
462 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
463 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
464 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
465 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
466 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().
467 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
468
469 // Widgets: Selectables
470 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
471 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.
472
473 // Widgets: List Boxes
474 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
475 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
476 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
477 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
478 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
479
480 // Widgets: Data Plotting
481 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));
482 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));
483 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));
484 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));
485
486 // Widgets: Value() Helpers. 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)
487 IMGUI_API void Value(const char* prefix, bool b);
488 IMGUI_API void Value(const char* prefix, int v);
489 IMGUI_API void Value(const char* prefix, unsigned int v);
490 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
491
492 // Widgets: Menus
493 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
494 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
495 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
496 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
497 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
498 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
499 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
500 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
501
502 // Tooltips
503 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
504 IMGUI_API void EndTooltip();
505 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
506 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
507
508 // Popups
509 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
510 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. only call EndPopup() if BeginPopup() returns true!
511 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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!
512 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
513 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
514 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
515 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
516 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
517 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
518 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
519
520 // Columns
521 // You can also use SameLine(pos_x) for simplified columns. The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
522 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
523 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
524 IMGUI_API int GetColumnIndex(); // get current column index
525 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
526 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
527 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
528 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
529 IMGUI_API int GetColumnsCount();
530
531 // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
532 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
533 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
534 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
535 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
536 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
537 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
538
539 // Drag and Drop
540 // [BETA API] Missing Demo code. API may evolve.
541 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
542 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, 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.
543 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
544 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
545 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.
546 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
547 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
548
549 // Clipping
550 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
551 IMGUI_API void PopClipRect();
552
553 // Focus, Activation
554 // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item")
555 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
556 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.
557
558 // Item/Widgets Utilities
559 // See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
560 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.
561 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)
562 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
563 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
564 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
565 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.
566 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
567 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 requires 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).
568 IMGUI_API bool IsAnyItemHovered();
569 IMGUI_API bool IsAnyItemActive();
570 IMGUI_API bool IsAnyItemFocused();
571 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space
572 IMGUI_API ImVec2 GetItemRectMax(); // "
573 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
574 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
575
576 // Miscellaneous Utilities
577 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
578 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.
579 IMGUI_API double GetTime();
580 IMGUI_API int GetFrameCount();
581 IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
582 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
583 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
584 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)
585 IMGUI_API ImGuiStorage* GetStateStorage();
586 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
587 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
588 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
589 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
590
591 // Color Utilities
592 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
593 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
594 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
595 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
596
597 // Inputs Utilities
598 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
599 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
600 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
601 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
602 IMGUI_API int GetKeyPressedAmount(int key_index, 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
603 IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
604 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
605 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
606 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
607 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
608 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
609 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.
610 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
611 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
612 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
613 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
614 IMGUI_API void ResetMouseDragDelta(int button = 0); //
615 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, 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
616 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
617 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered.
618 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
619
620 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
621 IMGUI_API const char* GetClipboardText();
622 IMGUI_API void SetClipboardText(const char* text);
623
624 // Settings/.Ini Utilities
625 // The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
626 // Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
627 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
628 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.
629 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
630 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.
631
632 // Memory Utilities
633 // All those functions are not reliant on the current context.
634 // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
635 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
636 IMGUI_API void* MemAlloc(size_t size);
637 IMGUI_API void MemFree(void* ptr);
638
639} // namespace ImGui
640
641//-----------------------------------------------------------------------------
642// Flags & Enumerations
643//-----------------------------------------------------------------------------
644
645// Flags for ImGui::Begin()
646enum ImGuiWindowFlags_
647{
648 ImGuiWindowFlags_None = 0,
649 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
650 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
651 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
652 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
653 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.
654 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
655 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
656 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
657 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
658 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
659 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
660 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.
661 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
662 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
663 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
664 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
665 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
666 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
667 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
668 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
669 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
670 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
671
672 // [Internal]
673 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
674 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
675 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
676 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
677 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
678 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
679
680 // [Obsolete]
681 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
682 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
683};
684
685// Flags for ImGui::InputText()
686enum ImGuiInputTextFlags_
687{
688 ImGuiInputTextFlags_None = 0,
689 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
690 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
691 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
692 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
693 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
694 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
695 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
696 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
697 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
698 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.
699 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
700 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).
701 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
702 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
703 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
704 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
705 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().
706 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
707 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)
708 // [Internal]
709 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
710};
711
712// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
713enum ImGuiTreeNodeFlags_
714{
715 ImGuiTreeNodeFlags_None = 0,
716 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
717 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
718 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
719 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
720 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
721 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
722 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
723 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.
724 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
725 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
726 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().
727 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
728 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
729 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
730 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
731
732 // Obsolete names (will be removed)
733#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
734 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
735#endif
736};
737
738// Flags for ImGui::Selectable()
739enum ImGuiSelectableFlags_
740{
741 ImGuiSelectableFlags_None = 0,
742 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
743 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
744 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
745 ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
746};
747
748// Flags for ImGui::BeginCombo()
749enum ImGuiComboFlags_
750{
751 ImGuiComboFlags_None = 0,
752 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
753 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()
754 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
755 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
756 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
757 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
758 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
759 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
760};
761
762// Flags for ImGui::IsWindowFocused()
763enum ImGuiFocusedFlags_
764{
765 ImGuiFocusedFlags_None = 0,
766 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
767 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
768 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): 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 ImGui::GetIO().WantCaptureMouse instead.
769 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
770};
771
772// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
773// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
774// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
775enum ImGuiHoveredFlags_
776{
777 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.
778 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
779 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
780 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
781 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
782 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
783 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
784 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
785 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
786 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
787 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
788};
789
790// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
791enum ImGuiDragDropFlags_
792{
793 ImGuiDragDropFlags_None = 0,
794 // BeginDragDropSource() flags
795 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
796 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 disable this behavior so you can still call IsItemHovered() on the source item.
797 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.
798 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.
799 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
800 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
801 // AcceptDragDropPayload() flags
802 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.
803 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
804 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
805 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
806};
807
808// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
809#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
810#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
811
812// A primary data type
813enum ImGuiDataType_
814{
815 ImGuiDataType_S32, // int
816 ImGuiDataType_U32, // unsigned int
817 ImGuiDataType_S64, // long long, __int64
818 ImGuiDataType_U64, // unsigned long long, unsigned __int64
819 ImGuiDataType_Float, // float
820 ImGuiDataType_Double, // double
821 ImGuiDataType_COUNT
822};
823
824// A cardinal direction
825enum ImGuiDir_
826{
827 ImGuiDir_None = -1,
828 ImGuiDir_Left = 0,
829 ImGuiDir_Right = 1,
830 ImGuiDir_Up = 2,
831 ImGuiDir_Down = 3,
832 ImGuiDir_COUNT
833};
834
835// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
836enum ImGuiKey_
837{
838 ImGuiKey_Tab,
839 ImGuiKey_LeftArrow,
840 ImGuiKey_RightArrow,
841 ImGuiKey_UpArrow,
842 ImGuiKey_DownArrow,
843 ImGuiKey_PageUp,
844 ImGuiKey_PageDown,
845 ImGuiKey_Home,
846 ImGuiKey_End,
847 ImGuiKey_Insert,
848 ImGuiKey_Delete,
849 ImGuiKey_Backspace,
850 ImGuiKey_Space,
851 ImGuiKey_Enter,
852 ImGuiKey_Escape,
853 ImGuiKey_A, // for text edit CTRL+A: select all
854 ImGuiKey_C, // for text edit CTRL+C: copy
855 ImGuiKey_V, // for text edit CTRL+V: paste
856 ImGuiKey_X, // for text edit CTRL+X: cut
857 ImGuiKey_Y, // for text edit CTRL+Y: redo
858 ImGuiKey_Z, // for text edit CTRL+Z: undo
859 ImGuiKey_COUNT
860};
861
862// Gamepad/Keyboard directional navigation
863// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
864// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
865// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
866enum ImGuiNavInput_
867{
868 // Gamepad Mapping
869 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
870 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
871 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
872 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
873 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
874 ImGuiNavInput_DpadRight, //
875 ImGuiNavInput_DpadUp, //
876 ImGuiNavInput_DpadDown, //
877 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
878 ImGuiNavInput_LStickRight, //
879 ImGuiNavInput_LStickUp, //
880 ImGuiNavInput_LStickDown, //
881 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
882 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
883 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
884 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
885
886 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
887 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
888 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
889 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
890 ImGuiNavInput_KeyRight_, // move right
891 ImGuiNavInput_KeyUp_, // move up
892 ImGuiNavInput_KeyDown_, // move down
893 ImGuiNavInput_COUNT,
894 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
895};
896
897// Configuration flags stored in io.ConfigFlags. Set by user/application.
898enum ImGuiConfigFlags_
899{
900 ImGuiConfigFlags_None = 0,
901 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
902 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
903 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 binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
904 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
905 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
906 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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.
907
908 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
909 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
910 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
911};
912
913// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
914enum ImGuiBackendFlags_
915{
916 ImGuiBackendFlags_None = 0,
917 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
918 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
919 ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
920};
921
922// Enumeration for PushStyleColor() / PopStyleColor()
923enum ImGuiCol_
924{
925 ImGuiCol_Text,
926 ImGuiCol_TextDisabled,
927 ImGuiCol_WindowBg, // Background of normal windows
928 ImGuiCol_ChildBg, // Background of child windows
929 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
930 ImGuiCol_Border,
931 ImGuiCol_BorderShadow,
932 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
933 ImGuiCol_FrameBgHovered,
934 ImGuiCol_FrameBgActive,
935 ImGuiCol_TitleBg,
936 ImGuiCol_TitleBgActive,
937 ImGuiCol_TitleBgCollapsed,
938 ImGuiCol_MenuBarBg,
939 ImGuiCol_ScrollbarBg,
940 ImGuiCol_ScrollbarGrab,
941 ImGuiCol_ScrollbarGrabHovered,
942 ImGuiCol_ScrollbarGrabActive,
943 ImGuiCol_CheckMark,
944 ImGuiCol_SliderGrab,
945 ImGuiCol_SliderGrabActive,
946 ImGuiCol_Button,
947 ImGuiCol_ButtonHovered,
948 ImGuiCol_ButtonActive,
949 ImGuiCol_Header,
950 ImGuiCol_HeaderHovered,
951 ImGuiCol_HeaderActive,
952 ImGuiCol_Separator,
953 ImGuiCol_SeparatorHovered,
954 ImGuiCol_SeparatorActive,
955 ImGuiCol_ResizeGrip,
956 ImGuiCol_ResizeGripHovered,
957 ImGuiCol_ResizeGripActive,
958 ImGuiCol_PlotLines,
959 ImGuiCol_PlotLinesHovered,
960 ImGuiCol_PlotHistogram,
961 ImGuiCol_PlotHistogramHovered,
962 ImGuiCol_TextSelectedBg,
963 ImGuiCol_DragDropTarget,
964 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
965 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
966 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
967 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
968 ImGuiCol_COUNT
969
970 // Obsolete names (will be removed)
971#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
972 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
973 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
974 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
975 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
976#endif
977};
978
979// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
980// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
981// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
982enum ImGuiStyleVar_
983{
984 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
985 ImGuiStyleVar_Alpha, // float Alpha
986 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
987 ImGuiStyleVar_WindowRounding, // float WindowRounding
988 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
989 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
990 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
991 ImGuiStyleVar_ChildRounding, // float ChildRounding
992 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
993 ImGuiStyleVar_PopupRounding, // float PopupRounding
994 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
995 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
996 ImGuiStyleVar_FrameRounding, // float FrameRounding
997 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
998 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
999 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1000 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1001 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1002 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1003 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1004 ImGuiStyleVar_GrabRounding, // float GrabRounding
1005 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1006 ImGuiStyleVar_COUNT
1007
1008 // Obsolete names (will be removed)
1009#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1010 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1011#endif
1012};
1013
1014// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1015enum ImGuiColorEditFlags_
1016{
1017 ImGuiColorEditFlags_None = 0,
1018 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1019 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1020 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1021 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1022 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1023 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1024 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1025 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1026 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1027
1028 // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1029 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1030 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1031 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1032 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).
1033 ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1034 ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
1035 ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
1036 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1037 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.
1038 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1039 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1040
1041 // [Internal] Masks
1042 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1043 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1044 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1045 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
1046};
1047
1048// Enumeration for GetMouseCursor()
1049// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1050enum ImGuiMouseCursor_
1051{
1052 ImGuiMouseCursor_None = -1,
1053 ImGuiMouseCursor_Arrow = 0,
1054 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1055 ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
1056 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1057 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1058 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1059 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1060 ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
1061 ImGuiMouseCursor_COUNT
1062
1063 // Obsolete names (will be removed)
1064#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1065 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1066#endif
1067};
1068
1069// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1070// Represent a condition.
1071// 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.
1072enum ImGuiCond_
1073{
1074 ImGuiCond_Always = 1 << 0, // Set the variable
1075 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1076 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1077 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1078
1079 // Obsolete names (will be removed)
1080#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1081 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1082#endif
1083};
1084
1085//-----------------------------------------------------------------------------
1086// ImGuiStyle
1087// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1088// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1089// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1090//-----------------------------------------------------------------------------
1091
1092struct ImGuiStyle
1093{
1094 float Alpha; // Global alpha applies to everything in ImGui.
1095 ImVec2 WindowPadding; // Padding within a window.
1096 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1097 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).
1098 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1099 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1100 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1101 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).
1102 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1103 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).
1104 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1105 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1106 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).
1107 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1108 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1109 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!
1110 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1111 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1112 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1113 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1114 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1115 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1116 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
1117 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1118 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!
1119 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1120 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1121 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1122 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.
1123 ImVec4 Colors[ImGuiCol_COUNT];
1124
1125 IMGUI_API ImGuiStyle();
1126 IMGUI_API void ScaleAllSizes(float scale_factor);
1127};
1128
1129//-----------------------------------------------------------------------------
1130// ImGuiIO
1131// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1132// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1133//-----------------------------------------------------------------------------
1134
1135struct ImGuiIO
1136{
1137 //------------------------------------------------------------------
1138 // Configuration (fill once) // Default value:
1139 //------------------------------------------------------------------
1140
1141 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1142 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1143 ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
1144 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1145 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1146 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1147 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1148 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1149 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1150 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1151 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1152 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1153 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1154 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1155
1156 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
1157 float FontGlobalScale; // = 1.0f // Global scale all fonts
1158 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1159 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1160 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
1161 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
1162 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [OBSOLETE: just use io.DisplaySize!] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
1163
1164 // Miscellaneous configuration options
1165 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 back-end implementations.
1166 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 (was called io.OptMacOSXBehaviors prior to 1.63)
1167 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1168 bool ConfigResizeWindowsFromEdges; // = false // [BETA] 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 the ImGuiWindowFlags_ResizeFromAnySide flag)
1169
1170 //------------------------------------------------------------------
1171 // Platform Functions
1172 // (the imgui_impl_xxxx back-end files are setting those up for you)
1173 //------------------------------------------------------------------
1174
1175 // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window)
1176 const char* BackendPlatformName;
1177 const char* BackendRendererName;
1178
1179 // Optional: Access OS clipboard
1180 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1181 const char* (*GetClipboardTextFn)(void* user_data);
1182 void (*SetClipboardTextFn)(void* user_data, const char* text);
1183 void* ClipboardUserData;
1184
1185 // 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)
1186 // (default to use native imm32 api on Windows)
1187 void (*ImeSetInputScreenPosFn)(int x, int y);
1188 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1189
1190#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1191 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1192 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1193 void (*RenderDrawListsFn)(ImDrawData* data);
1194#else
1195 // This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1196 void* RenderDrawListsFnUnused;
1197#endif
1198
1199 //------------------------------------------------------------------
1200 // Input - Fill before calling NewFrame()
1201 //------------------------------------------------------------------
1202
1203 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1204 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1205 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1206 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1207 bool KeyCtrl; // Keyboard modifier pressed: Control
1208 bool KeyShift; // Keyboard modifier pressed: Shift
1209 bool KeyAlt; // Keyboard modifier pressed: Alt
1210 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1211 bool KeysDown[512]; // 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).
1212 ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
1213 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
1214
1215 // Functions
1216 IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
1217 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
1218 inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
1219
1220 //------------------------------------------------------------------
1221 // Output - Retrieve after calling NewFrame()
1222 //------------------------------------------------------------------
1223
1224 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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.).
1225 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1226 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1227 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1228 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: You need to clear io.WantSaveIniSettings yourself.
1229 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1230 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1231 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1232 int MetricsRenderVertices; // Vertices output during last call to Render()
1233 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1234 int MetricsRenderWindows; // Number of visible windows
1235 int MetricsActiveWindows; // Number of active windows
1236 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1237 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.
1238
1239 //------------------------------------------------------------------
1240 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1241 //------------------------------------------------------------------
1242
1243 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1244 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1245 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1246 bool MouseClicked[5]; // Mouse button went from !Down to Down
1247 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1248 bool MouseReleased[5]; // Mouse button went from Down to !Down
1249 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1250 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1251 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1252 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1253 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1254 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1255 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1256 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1257 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1258
1259 IMGUI_API ImGuiIO();
1260};
1261
1262//-----------------------------------------------------------------------------
1263// Misc data structures
1264//-----------------------------------------------------------------------------
1265
1266// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1267// The callback function should return 0 by default.
1268// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1269// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1270// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1271// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1272// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1273// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1274struct ImGuiInputTextCallbackData
1275{
1276 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1277 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1278 void* UserData; // What user passed to InputText() // Read-only
1279
1280 // Arguments for the different callback events
1281 // - 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.
1282 // - 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.
1283 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;
1284 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1285 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1286 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()
1287 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
1288 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1289 int CursorPos; // // Read-write // [Completion,History,Always]
1290 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1291 int SelectionEnd; // // Read-write // [Completion,History,Always]
1292
1293 // Helper functions for text manipulation.
1294 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1295 IMGUI_API ImGuiInputTextCallbackData();
1296 IMGUI_API void DeleteChars(int pos, int bytes_count);
1297 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1298 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1299};
1300
1301// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1302// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1303struct ImGuiSizeCallbackData
1304{
1305 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1306 ImVec2 Pos; // Read-only. Window position, for reference.
1307 ImVec2 CurrentSize; // Read-only. Current window size.
1308 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1309};
1310
1311// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1312struct ImGuiPayload
1313{
1314 // Members
1315 void* Data; // Data (copied and owned by dear imgui)
1316 int DataSize; // Data size
1317
1318 // [Internal]
1319 ImGuiID SourceId; // Source item id
1320 ImGuiID SourceParentId; // Source parent id (if available)
1321 int DataFrameCount; // Data timestamp
1322 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1323 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1324 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1325
1326 ImGuiPayload() { Clear(); }
1327 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1328 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
1329 bool IsPreview() const { return Preview; }
1330 bool IsDelivery() const { return Delivery; }
1331};
1332
1333//-----------------------------------------------------------------------------
1334// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1335//-----------------------------------------------------------------------------
1336
1337#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338namespace ImGui
1339{
1340 // OBSOLETED in 1.66 (from Sep 2018)
1341 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1342 // OBSOLETED in 1.63 (from Aug 2018)
1343 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1344 // OBSOLETED in 1.61 (from Apr 2018)
1345 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1346 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1347 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1348 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1349 // OBSOLETED in 1.60 (from Dec 2017)
1350 static inline bool IsAnyWindowFocused() { return IsWindowFocused(flags: ImGuiFocusedFlags_AnyWindow); }
1351 static inline bool IsAnyWindowHovered() { return IsWindowHovered(flags: ImGuiHoveredFlags_AnyWindow); }
1352 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
1353 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1354 static inline void ShowTestWindow() { return ShowDemoWindow(); }
1355 static inline bool IsRootWindowFocused() { return IsWindowFocused(flags: ImGuiFocusedFlags_RootWindow); }
1356 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(flags: ImGuiFocusedFlags_RootAndChildWindows); }
1357 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1358 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1359 // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1360 IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
1361 static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(flags: ImGuiHoveredFlags_RootAndChildWindows); }
1362 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1363 static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(pos: ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), cond: c, pivot: ImVec2(0.5f, 0.5f)); }
1364 // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
1365 static inline bool IsItemHoveredRect() { return IsItemHovered(flags: ImGuiHoveredFlags_RectOnly); }
1366 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
1367 static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(flags: ImGuiHoveredFlags_AnyWindow); }
1368 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(flags: ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1369}
1370typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1371typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1372#endif
1373
1374//-----------------------------------------------------------------------------
1375// Helpers
1376//-----------------------------------------------------------------------------
1377
1378// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
1379// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code!
1380template<typename T>
1381class ImVector
1382{
1383public:
1384 int Size;
1385 int Capacity;
1386 T* Data;
1387
1388 typedef T value_type;
1389 typedef value_type* iterator;
1390 typedef const value_type* const_iterator;
1391
1392 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1393 inline ~ImVector() { if (Data) ImGui::MemFree(ptr: Data); }
1394 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1395 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
1396
1397 inline bool empty() const { return Size == 0; }
1398 inline int size() const { return Size; }
1399 inline int capacity() const { return Capacity; }
1400 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1401 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1402
1403 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(ptr: Data); Data = NULL; } }
1404 inline iterator begin() { return Data; }
1405 inline const_iterator begin() const { return Data; }
1406 inline iterator end() { return Data + Size; }
1407 inline const_iterator end() const { return Data + Size; }
1408 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
1409 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1410 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1411 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1412 inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1413
1414 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
1415 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
1416 inline void resize(int new_size,const value_type& 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; }
1417 inline void reserve(int new_capacity)
1418 {
1419 if (new_capacity <= Capacity)
1420 return;
1421 value_type* new_data = (value_type*)ImGui::MemAlloc(size: (size_t)new_capacity * sizeof(value_type));
1422 if (Data)
1423 {
1424 memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
1425 ImGui::MemFree(ptr: Data);
1426 }
1427 Data = new_data;
1428 Capacity = new_capacity;
1429 }
1430
1431 // 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.
1432 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(new_capacity: _grow_capacity(sz: Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1433 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1434 inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
1435 inline iterator erase(const_iterator 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(value_type)); Size--; return Data + off; }
1436 inline iterator erase(const_iterator it, const_iterator 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 - count) * sizeof(value_type)); Size -= (int)count; return Data + off; }
1437 inline iterator erase_unsorted(const_iterator 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(value_type)); Size--; return Data + off; }
1438 inline iterator insert(const_iterator it, const value_type& 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(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
1439 inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
1440 inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
1441};
1442
1443// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1444// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1445// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1446struct ImNewDummy {};
1447inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1448inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1449#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1450#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1451template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
1452
1453// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1454// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1455struct ImGuiOnceUponAFrame
1456{
1457 ImGuiOnceUponAFrame() { RefFrame = -1; }
1458 mutable int RefFrame;
1459 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1460};
1461
1462// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1463#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
1464#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
1465#endif
1466
1467// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1468struct ImGuiTextFilter
1469{
1470 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1471 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1472 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1473 IMGUI_API void Build();
1474 void Clear() { InputBuf[0] = 0; Build(); }
1475 bool IsActive() const { return !Filters.empty(); }
1476
1477 // [Internal]
1478 struct TextRange
1479 {
1480 const char* b;
1481 const char* e;
1482
1483 TextRange() { b = e = NULL; }
1484 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1485 const char* begin() const { return b; }
1486 const char* end () const { return e; }
1487 bool empty() const { return b == e; }
1488 IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1489 };
1490 char InputBuf[256];
1491 ImVector<TextRange> Filters;
1492 int CountGrep;
1493};
1494
1495// Helper: Growable text buffer for logging/accumulating text
1496// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1497struct ImGuiTextBuffer
1498{
1499 ImVector<char> Buf;
1500 static char EmptyString[1];
1501
1502 ImGuiTextBuffer() { }
1503 inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
1504 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
1505 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
1506 int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
1507 bool empty() { return Buf.Size <= 1; }
1508 void clear() { Buf.clear(); }
1509 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
1510 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1511 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1512 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1513};
1514
1515// Helper: Key->Value storage
1516// Typically you don't have to worry about this since a storage is held within each Window.
1517// We use it to e.g. store collapse state for a tree (Int 0/1)
1518// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1519// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1520// - 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).
1521// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1522// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1523struct ImGuiStorage
1524{
1525 struct Pair
1526 {
1527 ImGuiID key;
1528 union { int val_i; float val_f; void* val_p; };
1529 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1530 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1531 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1532 };
1533 ImVector<Pair> Data;
1534
1535 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1536 // - Set***() functions find pair, insertion on demand if missing.
1537 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1538 void Clear() { Data.clear(); }
1539 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1540 IMGUI_API void SetInt(ImGuiID key, int val);
1541 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1542 IMGUI_API void SetBool(ImGuiID key, bool val);
1543 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1544 IMGUI_API void SetFloat(ImGuiID key, float val);
1545 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1546 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1547
1548 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1549 // - 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.
1550 // - 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)
1551 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1552 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1553 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1554 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1555 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1556
1557 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1558 IMGUI_API void SetAllInt(int val);
1559
1560 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1561 IMGUI_API void BuildSortByKey();
1562};
1563
1564// Helper: Manually clip large list of items.
1565// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1566// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1567// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1568// Usage:
1569// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1570// while (clipper.Step())
1571// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1572// ImGui::Text("line number %d", i);
1573// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1574// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1575// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1576// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1577struct ImGuiListClipper
1578{
1579 float StartPosY;
1580 float ItemsHeight;
1581 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1582
1583 // items_count: Use -1 to ignore (you can call Begin later). 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).
1584 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1585 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1586 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
1587 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1588
1589 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1590 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1591 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1592};
1593
1594// Helpers macros to generate 32-bits encoded colors
1595#ifdef IMGUI_USE_BGRA_PACKED_COLOR
1596#define IM_COL32_R_SHIFT 16
1597#define IM_COL32_G_SHIFT 8
1598#define IM_COL32_B_SHIFT 0
1599#define IM_COL32_A_SHIFT 24
1600#define IM_COL32_A_MASK 0xFF000000
1601#else
1602#define IM_COL32_R_SHIFT 0
1603#define IM_COL32_G_SHIFT 8
1604#define IM_COL32_B_SHIFT 16
1605#define IM_COL32_A_SHIFT 24
1606#define IM_COL32_A_MASK 0xFF000000
1607#endif
1608#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))
1609#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1610#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1611#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1612
1613// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1614// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1615// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1616// **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.
1617struct ImColor
1618{
1619 ImVec4 Value;
1620
1621 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1622 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
1623 ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1624 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1625 ImColor(const ImVec4& col) { Value = col; }
1626 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
1627 inline operator ImVec4() const { return Value; }
1628
1629 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1630 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; }
1631 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); }
1632};
1633
1634//-----------------------------------------------------------------------------
1635// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1636// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1637//-----------------------------------------------------------------------------
1638
1639// Draw callbacks for advanced uses.
1640// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1641// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1642// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1643// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1644typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1645
1646// Typically, 1 command = 1 GPU draw call (unless command is a callback)
1647struct ImDrawCmd
1648{
1649 unsigned int ElemCount; // 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[].
1650 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1651 ImTextureID TextureId; // 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.
1652 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1653 void* UserCallbackData; // The draw callback code can access this.
1654
1655 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1656};
1657
1658// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1659#ifndef ImDrawIdx
1660typedef unsigned short ImDrawIdx;
1661#endif
1662
1663// Vertex layout
1664#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1665struct ImDrawVert
1666{
1667 ImVec2 pos;
1668 ImVec2 uv;
1669 ImU32 col;
1670};
1671#else
1672// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1673// 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.
1674// The type has to be described within the macro (you can either declare the struct or use a typedef)
1675// 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.
1676IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1677#endif
1678
1679// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1680// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1681struct ImDrawChannel
1682{
1683 ImVector<ImDrawCmd> CmdBuffer;
1684 ImVector<ImDrawIdx> IdxBuffer;
1685};
1686
1687enum ImDrawCornerFlags_
1688{
1689 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1690 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1691 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1692 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1693 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1694 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1695 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1696 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1697 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1698};
1699
1700enum ImDrawListFlags_
1701{
1702 ImDrawListFlags_None = 0,
1703 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1704 ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
1705};
1706
1707// Draw command list
1708// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1709// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1710// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1711// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1712// 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.
1713struct ImDrawList
1714{
1715 // This is what you have to render
1716 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1717 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1718 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1719 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1720
1721 // [Internal, used while building lists]
1722 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1723 const char* _OwnerName; // Pointer to owner window's name for debugging
1724 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1725 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1726 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1727 ImVector<ImVec4> _ClipRectStack; // [Internal]
1728 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1729 ImVector<ImVec2> _Path; // [Internal] current path building
1730 int _ChannelsCurrent; // [Internal] current channel number (0)
1731 int _ChannelsCount; // [Internal] number of active channels (1+)
1732 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1733
1734 // 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)
1735 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1736 ~ImDrawList() { ClearFreeMemory(); }
1737 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, 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)
1738 IMGUI_API void PushClipRectFullScreen();
1739 IMGUI_API void PopClipRect();
1740 IMGUI_API void PushTextureID(ImTextureID texture_id);
1741 IMGUI_API void PopTextureID();
1742 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1743 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1744
1745 // Primitives
1746 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1747 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1748 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1749 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1750 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1751 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1752 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1753 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1754 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1755 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1756 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1757 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);
1758 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1759 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1760 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1761 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1762 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1763 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1764
1765 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
1766 inline void PathClear() { _Path.resize(new_size: 0); }
1767 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
1768 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(s1: &_Path[_Path.Size-1], s2: &pos, n: 8) != 0) _Path.push_back(v: pos); }
1769 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); PathClear(); } // Note: Anti-aliased filling requires points to be in clockwise order.
1770 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(points: _Path.Data, num_points: _Path.Size, col, closed, thickness); PathClear(); }
1771 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1772 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1773 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1774 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1775
1776 // Channels
1777 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1778 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1779 IMGUI_API void ChannelsSplit(int channels_count);
1780 IMGUI_API void ChannelsMerge();
1781 IMGUI_API void ChannelsSetCurrent(int channel_index);
1782
1783 // Advanced
1784 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.
1785 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
1786 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1787
1788 // Internal helpers
1789 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1790 IMGUI_API void Clear();
1791 IMGUI_API void ClearFreeMemory();
1792 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1793 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1794 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1795 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);
1796 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1797 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1798 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1799 IMGUI_API void UpdateClipRect();
1800 IMGUI_API void UpdateTextureID();
1801};
1802
1803// All draw data to render an ImGui frame
1804// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1805struct ImDrawData
1806{
1807 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1808 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1809 int CmdListsCount; // Number of ImDrawList* to render
1810 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1811 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1812 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1813 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1814
1815 // Functions
1816 ImDrawData() { Valid = false; Clear(); }
1817 ~ImDrawData() { Clear(); }
1818 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1819 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!
1820 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1821};
1822
1823//-----------------------------------------------------------------------------
1824// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
1825//-----------------------------------------------------------------------------
1826
1827struct ImFontConfig
1828{
1829 void* FontData; // // TTF/OTF data
1830 int FontDataSize; // // TTF/OTF data size
1831 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1832 int FontNo; // 0 // Index of font within TTF/OTF file
1833 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1834 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1835 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1836 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.
1837 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1838 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1839 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1840 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1841 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1842 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.
1843 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1844 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1845
1846 // [Internal]
1847 char Name[40]; // Name (strictly to ease debugging)
1848 ImFont* DstFont;
1849
1850 IMGUI_API ImFontConfig();
1851};
1852
1853struct ImFontGlyph
1854{
1855 ImWchar Codepoint; // 0x0000..0xFFFF
1856 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1857 float X0, Y0, X1, Y1; // Glyph corners
1858 float U0, V0, U1, V1; // Texture coordinates
1859};
1860
1861enum ImFontAtlasFlags_
1862{
1863 ImFontAtlasFlags_None = 0,
1864 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1865 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1866};
1867
1868// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1869// - One or more fonts.
1870// - Custom graphics data needed to render the shapes needed by Dear ImGui.
1871// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1872// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1873// - 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.
1874// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1875// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1876// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1877// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1878// Common pitfalls:
1879// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1880// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1881// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1882// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1883// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1884// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1885struct ImFontAtlas
1886{
1887 IMGUI_API ImFontAtlas();
1888 IMGUI_API ~ImFontAtlas();
1889 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1890 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1891 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1892 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_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.
1893 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_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.
1894 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.
1895 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.
1896 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1897 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1898 IMGUI_API void Clear(); // Clear all input and output.
1899
1900 // Build atlas, retrieve pixel data.
1901 // 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().
1902 // The pitch is always = Width * BytesPerPixels (1 or 4)
1903 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
1904 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
1905 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1906 IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
1907 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1908 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1909 void SetTexID(ImTextureID id) { TexID = id; }
1910
1911 //-------------------------------------------
1912 // Glyph Ranges
1913 //-------------------------------------------
1914
1915 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
1916 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
1917 // NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data.
1918 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
1919 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
1920 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
1921 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
1922 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
1923 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
1924 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
1925
1926 // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
1927 struct GlyphRangesBuilder
1928 {
1929 ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1930 GlyphRangesBuilder() { UsedChars.resize(new_size: 0x10000 / 8); memset(s: UsedChars.Data, c: 0, n: 0x10000 / 8); }
1931 bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
1932 void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
1933 void AddChar(ImWchar c) { SetBit(c); } // Add character
1934 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1935 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1936 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1937 };
1938
1939 //-------------------------------------------
1940 // Custom Rectangles/Glyphs API
1941 //-------------------------------------------
1942
1943 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
1944 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
1945 struct CustomRect
1946 {
1947 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
1948 unsigned short Width, Height; // Input // Desired rectangle dimension
1949 unsigned short X, Y; // Output // Packed position in Atlas
1950 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
1951 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
1952 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
1953 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
1954 bool IsPacked() const { return X != 0xFFFF; }
1955 };
1956
1957 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
1958 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
1959 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
1960
1961 // [Internal]
1962 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
1963 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
1964
1965 //-------------------------------------------
1966 // Members
1967 //-------------------------------------------
1968
1969 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
1970 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
1971 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.
1972 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.
1973 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
1974
1975 // [Internal]
1976 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
1977 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
1978 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
1979 int TexWidth; // Texture width calculated during Build().
1980 int TexHeight; // Texture height calculated during Build().
1981 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
1982 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
1983 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.
1984 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
1985 ImVector<ImFontConfig> ConfigData; // Internal data
1986 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
1987};
1988
1989// Font runtime data and rendering
1990// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
1991struct ImFont
1992{
1993 // Members: Hot ~62/78 bytes
1994 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
1995 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
1996 ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
1997 ImVector<ImFontGlyph> Glyphs; // // All glyphs.
1998 ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
1999 ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
2000 const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
2001 float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
2002 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2003
2004 // Members: Cold ~18/26 bytes
2005 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2006 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
2007 ImFontAtlas* ContainerAtlas; // // What we has been loaded into
2008 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2009 bool DirtyLookupTables;
2010 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2011
2012 // Methods
2013 IMGUI_API ImFont();
2014 IMGUI_API ~ImFont();
2015 IMGUI_API void ClearOutputData();
2016 IMGUI_API void BuildLookupTable();
2017 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2018 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2019 IMGUI_API void SetFallbackChar(ImWchar c);
2020 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2021 bool IsLoaded() const { return ContainerAtlas != NULL; }
2022 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2023
2024 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2025 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2026 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2027 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2028 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2029 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2030
2031 // [Internal]
2032 IMGUI_API void GrowIndex(int new_size);
2033 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2034 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2035
2036#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2037 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2038#endif
2039};
2040
2041#if defined(__clang__)
2042#pragma clang diagnostic pop
2043#elif defined(__GNUC__) && __GNUC__ >= 8
2044#pragma GCC diagnostic pop
2045#endif
2046
2047// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2048#ifdef IMGUI_INCLUDE_IMGUI_USER_H
2049#include "imgui_user.h"
2050#endif
2051

source code of qt3d/src/3rdparty/imgui/imgui.h