1// dear imgui, v1.91.0
2// (headers)
3
4// Help:
5// - See links below.
6// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
7// - Read top of imgui.cpp for more details, links and comments.
8
9// Resources:
10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11// - Homepage ................... https://github.com/ocornut/imgui
12// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
13// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
18// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
19// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21// - Issues & support ........... https://github.com/ocornut/imgui/issues
22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23
24// For first-time users having issues compiling/linking/running/loading fonts:
25// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
26// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
27
28// Library Version
29// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
30#define IMGUI_VERSION "1.91.0"
31#define IMGUI_VERSION_NUM 19100
32#define IMGUI_HAS_TABLE
33
34/*
35
36Index of this file:
37// [SECTION] Header mess
38// [SECTION] Forward declarations and basic types
39// [SECTION] Dear ImGui end-user API functions
40// [SECTION] Flags & Enumerations
41// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
42// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
43// [SECTION] ImGuiStyle
44// [SECTION] ImGuiIO
45// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
46// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
47// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
48// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
49// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
50// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
51// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
52// [SECTION] Obsolete functions and types
53
54*/
55
56#pragma once
57
58// Configuration file with compile-time options
59// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
60#ifdef IMGUI_USER_CONFIG
61#include IMGUI_USER_CONFIG
62#endif
63#include "imconfig.h"
64
65#ifndef IMGUI_DISABLE
66
67//-----------------------------------------------------------------------------
68// [SECTION] Header mess
69//-----------------------------------------------------------------------------
70
71// Includes
72#include <float.h> // FLT_MIN, FLT_MAX
73#include <stdarg.h> // va_list, va_start, va_end
74#include <stddef.h> // ptrdiff_t, NULL
75#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
76
77// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
78// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
79// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
80#ifndef IMGUI_API
81#define IMGUI_API
82#endif
83#ifndef IMGUI_IMPL_API
84#define IMGUI_IMPL_API IMGUI_API
85#endif
86
87// Helper Macros
88#ifndef IM_ASSERT
89#include <assert.h>
90#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
91#endif
92#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
93#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
94
95// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
96#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
97
98// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
99// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
100// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
101#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
102#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
103#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
104#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
105#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
106#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
107#else
108#define IM_FMTARGS(FMT)
109#define IM_FMTLIST(FMT)
110#endif
111
112// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
113#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
114#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
115#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
116#else
117#define IM_MSVC_RUNTIME_CHECKS_OFF
118#define IM_MSVC_RUNTIME_CHECKS_RESTORE
119#endif
120
121// Warnings
122#ifdef _MSC_VER
123#pragma warning (push)
124#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
125#endif
126#if defined(__clang__)
127#pragma clang diagnostic push
128#if __has_warning("-Wunknown-warning-option")
129#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
130#endif
131#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
132#pragma clang diagnostic ignored "-Wold-style-cast"
133#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
134#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
135#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
136#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
137#elif defined(__GNUC__)
138#pragma GCC diagnostic push
139#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
140#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
141#endif
142
143//-----------------------------------------------------------------------------
144// [SECTION] Forward declarations and basic types
145//-----------------------------------------------------------------------------
146
147// Scalar data types
148typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
149typedef signed char ImS8; // 8-bit signed integer
150typedef unsigned char ImU8; // 8-bit unsigned integer
151typedef signed short ImS16; // 16-bit signed integer
152typedef unsigned short ImU16; // 16-bit unsigned integer
153typedef signed int ImS32; // 32-bit signed integer == int
154typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
155typedef signed long long ImS64; // 64-bit signed integer
156typedef unsigned long long ImU64; // 64-bit unsigned integer
157
158// Forward declarations
159struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
160struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
161struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
162struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
163struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
164struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
165struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
166struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
167struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
168struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
169struct ImFontConfig; // Configuration data when adding a font or merging fonts
170struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
171struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
172struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
173struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
174struct ImGuiIO; // Main configuration and I/O between your application and ImGui
175struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
176struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
177struct ImGuiListClipper; // Helper to manually clip large list of items
178struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
179struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
180struct ImGuiPayload; // User data payload for drag and drop operations
181struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
182struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
183struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
184struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
185struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
186struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
187struct ImGuiStoragePair; // Helper for key->value storage (pair)
188struct ImGuiStyle; // Runtime data for styling/colors
189struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
190struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
191struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
192struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
193struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
194
195// Enumerations
196// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
197// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
198// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
199// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
200// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
201enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
202enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
203enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
204enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
205typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
206typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
207typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
208typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
209typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
210typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
211typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
212
213// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
214// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
215// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
216// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
217// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
218typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
219typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
220typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
221typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
222typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
223typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
224typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
225typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
226typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
227typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
228typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
229typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
230typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
231typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
232typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
233typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
234typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
235typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
236typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
237typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
238typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
239typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
240typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
241typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
242typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
243typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
244typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
245typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
246
247// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
248// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
249// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
250#ifndef ImTextureID
251typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
252#endif
253
254// ImDrawIdx: vertex index. [Compile-time configurable type]
255// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
256// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
257#ifndef ImDrawIdx
258typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
259#endif
260
261// Character types
262// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
263typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
264typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
265#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
266typedef ImWchar32 ImWchar;
267#else
268typedef ImWchar16 ImWchar;
269#endif
270
271// Multi-Selection item index or identifier when using BeginMultiSelect()
272// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
273// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
274typedef ImS64 ImGuiSelectionUserData;
275
276// Callback and functions types
277typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
278typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
279typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
280typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
281
282// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
283// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
284// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
285IM_MSVC_RUNTIME_CHECKS_OFF
286struct ImVec2
287{
288 float x, y;
289 constexpr ImVec2() : x(0.0f), y(0.0f) { }
290 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
291 float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
292 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
293#ifdef IM_VEC2_CLASS_EXTRA
294 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.
295#endif
296};
297
298// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
299struct ImVec4
300{
301 float x, y, z, w;
302 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
303 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
304#ifdef IM_VEC4_CLASS_EXTRA
305 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.
306#endif
307};
308IM_MSVC_RUNTIME_CHECKS_RESTORE
309
310//-----------------------------------------------------------------------------
311// [SECTION] Dear ImGui end-user API functions
312// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
313//-----------------------------------------------------------------------------
314
315namespace ImGui
316{
317 // Context creation and access
318 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
319 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
320 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
321 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
322 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
323 IMGUI_API ImGuiContext* GetCurrentContext();
324 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
325
326 // Main
327 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
328 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
329 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
330 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
331 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
332 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
333
334 // Demo, Debug, Information
335 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
336 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
337 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
338 IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
339 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
340 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)
341 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
342 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
343 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
344 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
345
346 // Styles
347 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
348 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
349 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
350
351 // Windows
352 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
353 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
354 // which clicking will set the boolean to false when clicked.
355 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
356 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
357 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
358 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
359 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
360 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
361 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
362 // - Note that the bottom of window stack always contains a window called "Debug".
363 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
364 IMGUI_API void End();
365
366 // Child Windows
367 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
368 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
369 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
370 // Consider updating your old code:
371 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
372 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
373 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
374 // == 0.0f: use remaining parent window size for this axis.
375 // > 0.0f: use specified size for this axis.
376 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
377 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
378 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
379 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
380 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
381 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
382 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
383 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
384 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
385 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
386 IMGUI_API void EndChild();
387
388 // Windows Utilities
389 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
390 IMGUI_API bool IsWindowAppearing();
391 IMGUI_API bool IsWindowCollapsed();
392 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
393 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
394 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
395 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
396 IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
397 IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
398 IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
399
400 // Window manipulation
401 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
402 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.
403 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()
404 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
405 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
406 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
407 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
408 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
409 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
410 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.
411 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.
412 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
413 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
414 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
415 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
416 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.
417 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
418 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
419
420 // Windows Scrolling
421 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
422 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
423 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
424 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
425 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
426 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
427 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
428 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
429 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
430 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
431 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
432 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
433
434 // Parameters stacks (shared)
435 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
436 IMGUI_API void PopFont();
437 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
438 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
439 IMGUI_API void PopStyleColor(int count = 1);
440 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
441 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
442 IMGUI_API void PopStyleVar(int count = 1);
443 IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
444 IMGUI_API void PopItemFlag();
445
446 // Parameters stacks (current window)
447 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
448 IMGUI_API void PopItemWidth();
449 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
450 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
451 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
452 IMGUI_API void PopTextWrapPos();
453
454 // Style read access
455 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
456 IMGUI_API ImFont* GetFont(); // get current font
457 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
458 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
459 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
460 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
461 IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
462 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.
463
464 // Layout cursor positioning
465 // - By "cursor" we mean the current output position.
466 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
467 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
468 // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
469 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
470 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
471 // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
472 // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
473 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
474 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
475 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
476 IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
477 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
478 IMGUI_API float GetCursorPosX(); // [window-local] "
479 IMGUI_API float GetCursorPosY(); // [window-local] "
480 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
481 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
482 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
483 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
484
485 // Other layout functions
486 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
487 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
488 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
489 IMGUI_API void Spacing(); // add vertical spacing.
490 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
491 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
492 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
493 IMGUI_API void BeginGroup(); // lock horizontal starting position
494 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
495 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)
496 IMGUI_API float GetTextLineHeight(); // ~ FontSize
497 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
498 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
499 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
500
501 // ID stack/scopes
502 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
503 // - Those questions are answered and impacted by understanding of the ID stack system:
504 // - "Q: Why is my widget not reacting when I click on it?"
505 // - "Q: How can I have widgets with an empty label?"
506 // - "Q: How can I have multiple widgets with the same label?"
507 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
508 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
509 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
510 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
511 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
512 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
513 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
514 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
515 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
516 IMGUI_API void PopID(); // pop from the ID stack.
517 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
518 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
519 IMGUI_API ImGuiID GetID(const void* ptr_id);
520 IMGUI_API ImGuiID GetID(int int_id);
521
522 // Widgets: Text
523 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.
524 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
525 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
526 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
527 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
528 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
529 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
530 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().
531 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
532 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
533 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
534 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
535 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
536 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
537
538 // Widgets: Main
539 // - Most widgets return true when the value has been changed or when pressed/selected
540 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
541 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
542 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
543 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
544 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
545 IMGUI_API bool Checkbox(const char* label, bool* v);
546 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
547 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
548 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
549 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
550 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
551 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
552 IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
553 IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
554
555 // Widgets: Images
556 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
557 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
558 // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
559 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
560 IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
561
562 // Widgets: Combo Box (Dropdown)
563 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
564 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
565 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
566 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
567 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
568 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"
569 IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
570
571 // Widgets: Drag Sliders
572 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
573 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
574 // 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
575 // - 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.
576 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
577 // - 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).
578 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
579 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
580 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
581 // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
582 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
583 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
584 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
585 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
586 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
587 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
588 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
589 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
590 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
591 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
592 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
593 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
594 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
595
596 // Widgets: Regular Sliders
597 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
598 // - 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.
599 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
600 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
601 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
602 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
603 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
604 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
605 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
606 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
607 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
608 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
609 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
610 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
611 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
612 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
613 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
614 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
615 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
616
617 // Widgets: Input with Keyboard
618 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
619 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
620 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
621 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);
622 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
623 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
624 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
625 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
626 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
627 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
628 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
629 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
630 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
631 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
632 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
633 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
634
635 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
636 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
637 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
638 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
639 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
640 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
641 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
642 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
643 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.
644
645 // Widgets: Trees
646 // - 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.
647 IMGUI_API bool TreeNode(const char* label);
648 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
649 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
650 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
651 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
652 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
653 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
654 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
655 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
656 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
657 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.
658 IMGUI_API void TreePush(const void* ptr_id); // "
659 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
660 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
661 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().
662 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
663 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
664 IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
665
666 // Widgets: Selectables
667 // - A selectable highlights when hovered, and can display another color when selected.
668 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
669 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
670 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.
671
672 // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
673 // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
674 // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
675 // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
676 // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
677 // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
678 // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
679 IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
680 IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
681 IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
682 IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
683
684 // Widgets: List Boxes
685 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
686 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
687 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
688 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
689 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
690 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
691 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
692 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
693 IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
694
695 // Widgets: Data Plotting
696 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
697 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));
698 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));
699 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));
700 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));
701
702 // Widgets: Value() Helpers.
703 // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
704 IMGUI_API void Value(const char* prefix, bool b);
705 IMGUI_API void Value(const char* prefix, int v);
706 IMGUI_API void Value(const char* prefix, unsigned int v);
707 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
708
709 // Widgets: Menus
710 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
711 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
712 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
713 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
714 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
715 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
716 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
717 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
718 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
719 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
720 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
721 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
722
723 // Tooltips
724 // - Tooltips are windows following the mouse. They do not take focus away.
725 // - A tooltip window can contain items of any types.
726 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
727 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
728 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
729 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
730 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
731
732 // Tooltips: helpers for showing a tooltip when hovering an item
733 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
734 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
735 // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
736 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
737 IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
738 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
739
740 // Popups, Modals
741 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
742 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
743 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
744 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
745 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
746 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
747 // This is sometimes leading to confusing mistakes. May rework this in the future.
748 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
749 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
750 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.
751 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
752 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
753
754 // Popups: open/close functions
755 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
756 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
757 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
758 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
759 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
760 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
761 // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
762 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
763 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
764 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
765 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
766
767 // Popups: open+begin combined functions helpers
768 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
769 // - They are convenient to easily create context menus, hence the name.
770 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
771 // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
772 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
773 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
774 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
775
776 // Popups: query functions
777 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
778 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
779 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
780 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
781
782 // Tables
783 // - Full-featured replacement for old Columns API.
784 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
785 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
786 // The typical call flow is:
787 // - 1. Call BeginTable(), early out if returning false.
788 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
789 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
790 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
791 // - 5. Populate contents:
792 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
793 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
794 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
795 // TableNextColumn() will automatically wrap-around into the next row if needed.
796 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
797 // - Summary of possible call flow:
798 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
799 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
800 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
801 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
802 // - 5. Call EndTable()
803 IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
804 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
805 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
806 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
807 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
808
809 // Tables: Headers & Columns declaration
810 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
811 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
812 // Headers are required to perform: reordering, sorting, and opening the context menu.
813 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
814 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
815 // some advanced use cases (e.g. adding custom widgets in header row).
816 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
817 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
818 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
819 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
820 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
821 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
822
823 // Tables: Sorting & Miscellaneous functions
824 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
825 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
826 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
827 // else you may wastefully sort your data every frame!
828 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
829 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
830 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
831 IMGUI_API int TableGetColumnIndex(); // return current column index.
832 IMGUI_API int TableGetRowIndex(); // return current row index.
833 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
834 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
835 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
836 IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
837 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
838
839 // Legacy Columns API (prefer using Tables!)
840 // - You can also use SameLine(pos_x) to mimic simplified columns.
841 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
842 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
843 IMGUI_API int GetColumnIndex(); // get current column index
844 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
845 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
846 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
847 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
848 IMGUI_API int GetColumnsCount();
849
850 // Tab Bars, Tabs
851 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
852 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
853 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
854 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
855 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
856 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
857 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
858
859 // Logging/Capture
860 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
861 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
862 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
863 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
864 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
865 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
866 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
867 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
868
869 // Drag and Drop
870 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
871 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
872 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
873 // - An item can be both drag source and drop target.
874 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
875 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
876 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
877 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
878 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.
879 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
880 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
881
882 // Disabling [BETA API]
883 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
884 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
885 // - Tooltips windows by exception are opted out of disabling.
886 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
887 IMGUI_API void BeginDisabled(bool disabled = true);
888 IMGUI_API void EndDisabled();
889
890 // Clipping
891 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
892 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
893 IMGUI_API void PopClipRect();
894
895 // Focus, Activation
896 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
897 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
898 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
899
900 // Overlapping mode
901 IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
902
903 // Item/Widgets Utilities and Query Functions
904 // - Most of the functions are referring to the previous Item that has been submitted.
905 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
906 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
907 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
908 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
909 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
910 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
911 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
912 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
913 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
914 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
915 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
916 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
917 IMGUI_API bool IsAnyItemActive(); // is any item active?
918 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
919 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
920 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
921 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
922 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
923
924 // Viewports
925 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
926 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
927 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
928 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
929
930 // Background/Foreground Draw Lists
931 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
932 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
933
934 // Miscellaneous Utilities
935 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
936 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.
937 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
938 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
939 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
940 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
941 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)
942 IMGUI_API ImGuiStorage* GetStateStorage();
943
944 // Text Utilities
945 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
946
947 // Color Utilities
948 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
949 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
950 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
951 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
952
953 // Inputs Utilities: Keyboard/Mouse/Gamepad
954 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
955 // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
956 // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
957 // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
958 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
959 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
960 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
961 IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
962 IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
963 IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
964 IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
965
966 // Inputs Utilities: Shortcut Testing & Routing [BETA]
967 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
968 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
969 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
970 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
971 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
972 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
973 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
974 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
975 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
976 // This is an important property as it facilitate working with foreign code or larger codebase.
977 // - To understand the difference:
978 // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
979 // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
980 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
981 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
982 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
983
984 // Inputs Utilities: Key/Input Ownership [BETA]
985 // - One common use case would be to allow your items to disable standard inputs behaviors such
986 // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
987 // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
988 // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
989 // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
990 IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
991
992 // Inputs Utilities: Mouse specific
993 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
994 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
995 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
996 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
997 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
998 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
999 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1000 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1001 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.
1002 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1003 IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1004 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1005 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1006 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1007 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1008 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1009 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1010 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1011 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1012
1013 // Clipboard Utilities
1014 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1015 IMGUI_API const char* GetClipboardText();
1016 IMGUI_API void SetClipboardText(const char* text);
1017
1018 // Settings/.Ini Utilities
1019 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1020 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1021 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1022 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1023 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.
1024 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1025 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.
1026
1027 // Debug Utilities
1028 // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1029 IMGUI_API void DebugTextEncoding(const char* text);
1030 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1031 IMGUI_API void DebugStartItemPicker();
1032 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1033#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1034 IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1035 IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1036#endif
1037
1038 // Memory Allocators
1039 // - Those functions are not reliant on the current context.
1040 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1041 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1042 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1043 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1044 IMGUI_API void* MemAlloc(size_t size);
1045 IMGUI_API void MemFree(void* ptr);
1046
1047} // namespace ImGui
1048
1049//-----------------------------------------------------------------------------
1050// [SECTION] Flags & Enumerations
1051//-----------------------------------------------------------------------------
1052
1053// Flags for ImGui::Begin()
1054// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1055enum ImGuiWindowFlags_
1056{
1057 ImGuiWindowFlags_None = 0,
1058 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1059 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1060 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1061 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1062 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.
1063 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1064 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1065 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1066 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1067 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1068 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1069 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.
1070 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1071 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1072 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1073 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1074 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1075 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1076 ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1077 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1078 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1079 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1080
1081 // [Internal]
1082 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1083 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1084 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1085 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1086 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1087
1088 // Obsolete names
1089#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1090 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1091 ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1092#endif
1093};
1094
1095// Flags for ImGui::BeginChild()
1096// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
1097// About using AutoResizeX/AutoResizeY flags:
1098// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1099// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1100// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1101// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1102// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1103// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1104enum ImGuiChildFlags_
1105{
1106 ImGuiChildFlags_None = 0,
1107 ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1108 ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1109 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1110 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1111 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1112 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1113 ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1114 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1115 ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1116};
1117
1118// Flags for ImGui::PushItemFlag()
1119// (Those are shared by all items)
1120enum ImGuiItemFlags_
1121{
1122 ImGuiItemFlags_None = 0, // (Default)
1123 ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1124 ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1125 ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1126 ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1127 ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1128};
1129
1130// Flags for ImGui::InputText()
1131// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1132enum ImGuiInputTextFlags_
1133{
1134 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1135 ImGuiInputTextFlags_None = 0,
1136 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1137 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1138 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1139 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1140 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1141
1142 // Inputs
1143 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1144 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1145 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1146 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1147
1148 // Other options
1149 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1150 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1151 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1152 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1153 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1154 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1155 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1156 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().
1157
1158 // Callback features
1159 ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
1160 ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
1161 ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
1162 ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1163 ImGuiInputTextFlags_CallbackResize = 1 << 21, // 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)
1164 ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1165
1166 // Obsolete names
1167 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1168};
1169
1170// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1171enum ImGuiTreeNodeFlags_
1172{
1173 ImGuiTreeNodeFlags_None = 0,
1174 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1175 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1176 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1177 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1178 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1179 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1180 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1181 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.
1182 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1183 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1184 ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
1185 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1186 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1187 ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1188 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
1189 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1190 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1191 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1192
1193#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1194 ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1195#endif
1196};
1197
1198// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1199// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1200// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1201// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1202// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1203// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1204// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1205// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1206enum ImGuiPopupFlags_
1207{
1208 ImGuiPopupFlags_None = 0,
1209 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1210 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1211 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1212 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1213 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1214 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1215 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1216 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1217 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1218 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1219 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1220 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1221};
1222
1223// Flags for ImGui::Selectable()
1224enum ImGuiSelectableFlags_
1225{
1226 ImGuiSelectableFlags_None = 0,
1227 ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1228 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1229 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1230 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1231 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1232 ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1233
1234#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1235 ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1236 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1237#endif
1238};
1239
1240// Flags for ImGui::BeginCombo()
1241enum ImGuiComboFlags_
1242{
1243 ImGuiComboFlags_None = 0,
1244 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1245 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()
1246 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1247 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1248 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1249 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1250 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1251 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1252 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1253};
1254
1255// Flags for ImGui::BeginTabBar()
1256enum ImGuiTabBarFlags_
1257{
1258 ImGuiTabBarFlags_None = 0,
1259 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1260 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1261 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1262 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1263 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1264 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1265 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1266 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1267 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1268 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1269 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1270};
1271
1272// Flags for ImGui::BeginTabItem()
1273enum ImGuiTabItemFlags_
1274{
1275 ImGuiTabItemFlags_None = 0,
1276 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1277 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1278 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1279 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1280 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1281 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1282 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1283 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1284 ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1285};
1286
1287// Flags for ImGui::IsWindowFocused()
1288enum ImGuiFocusedFlags_
1289{
1290 ImGuiFocusedFlags_None = 0,
1291 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1292 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1293 ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1294 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1295 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1296 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1297};
1298
1299// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1300// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1301// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1302enum ImGuiHoveredFlags_
1303{
1304 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.
1305 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1306 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1307 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1308 ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1309 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1310 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1311 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1312 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1313 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1314 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1315 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1316 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1317 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1318 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1319 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1320
1321 // Tooltips mode
1322 // - typically used in IsItemHovered() + SetTooltip() sequence.
1323 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1324 // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1325 // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1326 // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1327 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1328
1329 // (Advanced) Mouse Hovering delays.
1330 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1331 // - use those if you need specific overrides.
1332 ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1333 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1334 ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1335 ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1336 ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1337};
1338
1339// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1340enum ImGuiDragDropFlags_
1341{
1342 ImGuiDragDropFlags_None = 0,
1343 // BeginDragDropSource() flags
1344 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1345 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1346 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.
1347 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.
1348 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1349 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1350 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1351 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1352 // AcceptDragDropPayload() flags
1353 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.
1354 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1355 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1356 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1357
1358#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1359 ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1360#endif
1361};
1362
1363// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1364#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1365#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1366
1367// A primary data type
1368enum ImGuiDataType_
1369{
1370 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1371 ImGuiDataType_U8, // unsigned char
1372 ImGuiDataType_S16, // short
1373 ImGuiDataType_U16, // unsigned short
1374 ImGuiDataType_S32, // int
1375 ImGuiDataType_U32, // unsigned int
1376 ImGuiDataType_S64, // long long / __int64
1377 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1378 ImGuiDataType_Float, // float
1379 ImGuiDataType_Double, // double
1380 ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1381 ImGuiDataType_COUNT
1382};
1383
1384// A cardinal direction
1385enum ImGuiDir : int
1386{
1387 ImGuiDir_None = -1,
1388 ImGuiDir_Left = 0,
1389 ImGuiDir_Right = 1,
1390 ImGuiDir_Up = 2,
1391 ImGuiDir_Down = 3,
1392 ImGuiDir_COUNT
1393};
1394
1395// A sorting direction
1396enum ImGuiSortDirection : ImU8
1397{
1398 ImGuiSortDirection_None = 0,
1399 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1400 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1401};
1402
1403// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1404#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1405#define IMGUI_DISABLE_OBSOLETE_KEYIO
1406#endif
1407
1408// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1409// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1410// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1411// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1412// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1413// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1414enum ImGuiKey : int
1415{
1416 // Keyboard
1417 ImGuiKey_None = 0,
1418 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1419 ImGuiKey_LeftArrow,
1420 ImGuiKey_RightArrow,
1421 ImGuiKey_UpArrow,
1422 ImGuiKey_DownArrow,
1423 ImGuiKey_PageUp,
1424 ImGuiKey_PageDown,
1425 ImGuiKey_Home,
1426 ImGuiKey_End,
1427 ImGuiKey_Insert,
1428 ImGuiKey_Delete,
1429 ImGuiKey_Backspace,
1430 ImGuiKey_Space,
1431 ImGuiKey_Enter,
1432 ImGuiKey_Escape,
1433 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1434 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1435 ImGuiKey_Menu,
1436 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1437 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1438 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1439 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1440 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1441 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1442 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1443 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1444 ImGuiKey_Apostrophe, // '
1445 ImGuiKey_Comma, // ,
1446 ImGuiKey_Minus, // -
1447 ImGuiKey_Period, // .
1448 ImGuiKey_Slash, // /
1449 ImGuiKey_Semicolon, // ;
1450 ImGuiKey_Equal, // =
1451 ImGuiKey_LeftBracket, // [
1452 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1453 ImGuiKey_RightBracket, // ]
1454 ImGuiKey_GraveAccent, // `
1455 ImGuiKey_CapsLock,
1456 ImGuiKey_ScrollLock,
1457 ImGuiKey_NumLock,
1458 ImGuiKey_PrintScreen,
1459 ImGuiKey_Pause,
1460 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1461 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1462 ImGuiKey_KeypadDecimal,
1463 ImGuiKey_KeypadDivide,
1464 ImGuiKey_KeypadMultiply,
1465 ImGuiKey_KeypadSubtract,
1466 ImGuiKey_KeypadAdd,
1467 ImGuiKey_KeypadEnter,
1468 ImGuiKey_KeypadEqual,
1469 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1470 ImGuiKey_AppForward,
1471
1472 // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1473 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1474 ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1475 ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1476 ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1477 ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1478 ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1479 ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1480 ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1481 ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1482 ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1483 ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1484 ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1485 ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1486 ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1487 ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1488 ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1489 ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1490 ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1491 ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1492 ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1493 ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1494 ImGuiKey_GamepadRStickLeft, // [Analog]
1495 ImGuiKey_GamepadRStickRight, // [Analog]
1496 ImGuiKey_GamepadRStickUp, // [Analog]
1497 ImGuiKey_GamepadRStickDown, // [Analog]
1498
1499 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1500 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1501 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1502
1503 // [Internal] Reserved for mod storage
1504 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1505 ImGuiKey_COUNT,
1506
1507 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1508 // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1509 // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1510 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1511 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1512 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1513 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1514 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1515 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1516 ImGuiMod_None = 0,
1517 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1518 ImGuiMod_Shift = 1 << 13, // Shift
1519 ImGuiMod_Alt = 1 << 14, // Option/Menu
1520 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1521 ImGuiMod_Mask_ = 0xF000, // 4-bits
1522
1523 // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1524 // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1525 // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1526 ImGuiKey_NamedKey_BEGIN = 512,
1527 ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1528 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1529#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1530 ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1531 ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1532#else
1533 ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1534 ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1535#endif
1536
1537#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1538 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1539 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1540 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1541#endif
1542};
1543
1544// Flags for Shortcut(), SetNextItemShortcut(),
1545// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1546// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1547enum ImGuiInputFlags_
1548{
1549 ImGuiInputFlags_None = 0,
1550 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1551
1552 // Flags for Shortcut(), SetNextItemShortcut()
1553 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1554 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1555 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1556 ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1557 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1558 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1559 // - Routing options
1560 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1561 ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1562 ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1563 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1564
1565 // Flags for SetNextItemShortcut()
1566 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1567};
1568
1569#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1570// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1571// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1572// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1573enum ImGuiNavInput
1574{
1575 ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1576 ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1577 ImGuiNavInput_COUNT,
1578};
1579#endif
1580
1581// Configuration flags stored in io.ConfigFlags. Set by user/application.
1582enum ImGuiConfigFlags_
1583{
1584 ImGuiConfigFlags_None = 0,
1585 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1586 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1587 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1588 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1589 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1590 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1591 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1592
1593 // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1594 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1595 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1596};
1597
1598// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1599enum ImGuiBackendFlags_
1600{
1601 ImGuiBackendFlags_None = 0,
1602 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1603 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1604 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1605 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1606};
1607
1608// Enumeration for PushStyleColor() / PopStyleColor()
1609enum ImGuiCol_
1610{
1611 ImGuiCol_Text,
1612 ImGuiCol_TextDisabled,
1613 ImGuiCol_WindowBg, // Background of normal windows
1614 ImGuiCol_ChildBg, // Background of child windows
1615 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1616 ImGuiCol_Border,
1617 ImGuiCol_BorderShadow,
1618 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1619 ImGuiCol_FrameBgHovered,
1620 ImGuiCol_FrameBgActive,
1621 ImGuiCol_TitleBg, // Title bar
1622 ImGuiCol_TitleBgActive, // Title bar when focused
1623 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1624 ImGuiCol_MenuBarBg,
1625 ImGuiCol_ScrollbarBg,
1626 ImGuiCol_ScrollbarGrab,
1627 ImGuiCol_ScrollbarGrabHovered,
1628 ImGuiCol_ScrollbarGrabActive,
1629 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1630 ImGuiCol_SliderGrab,
1631 ImGuiCol_SliderGrabActive,
1632 ImGuiCol_Button,
1633 ImGuiCol_ButtonHovered,
1634 ImGuiCol_ButtonActive,
1635 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1636 ImGuiCol_HeaderHovered,
1637 ImGuiCol_HeaderActive,
1638 ImGuiCol_Separator,
1639 ImGuiCol_SeparatorHovered,
1640 ImGuiCol_SeparatorActive,
1641 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1642 ImGuiCol_ResizeGripHovered,
1643 ImGuiCol_ResizeGripActive,
1644 ImGuiCol_TabHovered, // Tab background, when hovered
1645 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1646 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1647 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1648 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1649 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1650 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1651 ImGuiCol_PlotLines,
1652 ImGuiCol_PlotLinesHovered,
1653 ImGuiCol_PlotHistogram,
1654 ImGuiCol_PlotHistogramHovered,
1655 ImGuiCol_TableHeaderBg, // Table header background
1656 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1657 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1658 ImGuiCol_TableRowBg, // Table row background (even rows)
1659 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1660 ImGuiCol_TextLink, // Hyperlink color
1661 ImGuiCol_TextSelectedBg,
1662 ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1663 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1664 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1665 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1666 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1667 ImGuiCol_COUNT,
1668
1669#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1670 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1671 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1672 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1673#endif
1674};
1675
1676// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1677// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1678// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1679// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1680// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1681// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1682// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1683// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1684enum ImGuiStyleVar_
1685{
1686 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1687 ImGuiStyleVar_Alpha, // float Alpha
1688 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1689 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1690 ImGuiStyleVar_WindowRounding, // float WindowRounding
1691 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1692 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1693 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1694 ImGuiStyleVar_ChildRounding, // float ChildRounding
1695 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1696 ImGuiStyleVar_PopupRounding, // float PopupRounding
1697 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1698 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1699 ImGuiStyleVar_FrameRounding, // float FrameRounding
1700 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1701 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1702 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1703 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1704 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1705 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1706 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1707 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1708 ImGuiStyleVar_GrabRounding, // float GrabRounding
1709 ImGuiStyleVar_TabRounding, // float TabRounding
1710 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1711 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1712 ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1713 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1714 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1715 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1716 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1717 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1718 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1719 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1720 ImGuiStyleVar_COUNT
1721};
1722
1723// Flags for InvisibleButton() [extended in imgui_internal.h]
1724enum ImGuiButtonFlags_
1725{
1726 ImGuiButtonFlags_None = 0,
1727 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1728 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1729 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1730 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1731 //ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1732};
1733
1734// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1735enum ImGuiColorEditFlags_
1736{
1737 ImGuiColorEditFlags_None = 0,
1738 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1739 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1740 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1741 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1742 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1743 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1744 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1745 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1746 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1747 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1748
1749 // User Options (right-click on widget to change some of them).
1750 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1751 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1752 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1753 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).
1754 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1755 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1756 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1757 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1758 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.
1759 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1760 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1761 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1762 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1763
1764 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1765 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1766 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1767
1768 // [Internal] Masks
1769 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1770 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1771 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1772 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1773
1774 // Obsolete names
1775 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1776};
1777
1778// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1779// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1780// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1781enum ImGuiSliderFlags_
1782{
1783 ImGuiSliderFlags_None = 0,
1784 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1785 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1786 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1787 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1788 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
1789 ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1790
1791 // Obsolete names
1792 //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1793};
1794
1795// Identify a mouse button.
1796// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1797enum ImGuiMouseButton_
1798{
1799 ImGuiMouseButton_Left = 0,
1800 ImGuiMouseButton_Right = 1,
1801 ImGuiMouseButton_Middle = 2,
1802 ImGuiMouseButton_COUNT = 5
1803};
1804
1805// Enumeration for GetMouseCursor()
1806// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1807enum ImGuiMouseCursor_
1808{
1809 ImGuiMouseCursor_None = -1,
1810 ImGuiMouseCursor_Arrow = 0,
1811 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1812 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1813 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1814 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1815 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1816 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1817 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1818 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1819 ImGuiMouseCursor_COUNT
1820};
1821
1822// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1823// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1824// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1825// You can submit a change of pointer type using io.AddMouseSourceEvent().
1826enum ImGuiMouseSource : int
1827{
1828 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1829 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1830 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1831 ImGuiMouseSource_COUNT
1832};
1833
1834// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1835// Represent a condition.
1836// 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.
1837enum ImGuiCond_
1838{
1839 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1840 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1841 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1842 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1843 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1844};
1845
1846//-----------------------------------------------------------------------------
1847// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1848//-----------------------------------------------------------------------------
1849
1850// Flags for ImGui::BeginTable()
1851// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1852// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1853// - The DEFAULT sizing policies are:
1854// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1855// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1856// - When ScrollX is off:
1857// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1858// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1859// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1860// - Stretch Columns will share the remaining width according to their respective weight.
1861// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1862// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1863// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1864// - When ScrollX is on:
1865// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1866// - Columns sizing policy allowed: Fixed/Auto mostly.
1867// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1868// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1869// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1870// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1871// - Read on documentation at the top of imgui_tables.cpp for details.
1872enum ImGuiTableFlags_
1873{
1874 // Features
1875 ImGuiTableFlags_None = 0,
1876 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1877 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1878 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1879 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1880 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1881 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1882 // Decorations
1883 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1884 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1885 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1886 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1887 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1888 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1889 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1890 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1891 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1892 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1893 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1894 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1895 // Sizing Policy (read above for defaults)
1896 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1897 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1898 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1899 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1900 // Sizing Extra Options
1901 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1902 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1903 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1904 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1905 // Clipping
1906 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1907 // Padding
1908 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1909 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1910 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1911 // Scrolling
1912 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1913 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1914 // Sorting
1915 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1916 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1917 // Miscellaneous
1918 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1919
1920 // [Internal] Combinations and masks
1921 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1922};
1923
1924// Flags for ImGui::TableSetupColumn()
1925enum ImGuiTableColumnFlags_
1926{
1927 // Input configuration flags
1928 ImGuiTableColumnFlags_None = 0,
1929 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1930 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1931 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1932 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1933 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1934 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1935 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1936 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1937 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1938 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1939 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1940 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1941 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
1942 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1943 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1944 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1945 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1946 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1947 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1948
1949 // Output status flags, read-only via TableGetColumnFlags()
1950 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1951 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1952 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1953 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1954
1955 // [Internal] Combinations and masks
1956 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1957 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1958 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1959 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1960};
1961
1962// Flags for ImGui::TableNextRow()
1963enum ImGuiTableRowFlags_
1964{
1965 ImGuiTableRowFlags_None = 0,
1966 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1967};
1968
1969// Enum for ImGui::TableSetBgColor()
1970// Background colors are rendering in 3 layers:
1971// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1972// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1973// - Layer 2: draw with CellBg color if set.
1974// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
1975// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1976// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1977// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1978enum ImGuiTableBgTarget_
1979{
1980 ImGuiTableBgTarget_None = 0,
1981 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1982 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1983 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1984};
1985
1986// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1987// Obtained by calling TableGetSortSpecs().
1988// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1989// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1990struct ImGuiTableSortSpecs
1991{
1992 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1993 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1994 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
1995
1996 ImGuiTableSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
1997};
1998
1999// Sorting specification for one column of a table (sizeof == 12 bytes)
2000struct ImGuiTableColumnSortSpecs
2001{
2002 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2003 ImS16 ColumnIndex; // Index of the column
2004 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2005 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2006
2007 ImGuiTableColumnSortSpecs() { memset(s: this, c: 0, n: sizeof(*this)); }
2008};
2009
2010//-----------------------------------------------------------------------------
2011// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2012//-----------------------------------------------------------------------------
2013
2014//-----------------------------------------------------------------------------
2015// Debug Logging into ShowDebugLogWindow(), tty and more.
2016//-----------------------------------------------------------------------------
2017
2018#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2019#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2020#else
2021#define IMGUI_DEBUG_LOG(...) ((void)0)
2022#endif
2023
2024//-----------------------------------------------------------------------------
2025// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2026// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2027// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
2028//-----------------------------------------------------------------------------
2029
2030struct ImNewWrapper {};
2031inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2032inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2033#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2034#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2035#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2036#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2037template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(ptr: p); } }
2038
2039//-----------------------------------------------------------------------------
2040// ImVector<>
2041// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
2042//-----------------------------------------------------------------------------
2043// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2044// - We use std-like naming convention here, which is a little unusual for this codebase.
2045// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
2046// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2047// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
2048//-----------------------------------------------------------------------------
2049
2050IM_MSVC_RUNTIME_CHECKS_OFF
2051template<typename T>
2052struct ImVector
2053{
2054 int Size;
2055 int Capacity;
2056 T* Data;
2057
2058 // Provide standard typedefs but we don't use them ourselves.
2059 typedef T value_type;
2060 typedef value_type* iterator;
2061 typedef const value_type* const_iterator;
2062
2063 // Constructors, destructor
2064 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2065 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2066 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2067 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2068
2069 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2070 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2071 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2072
2073 inline bool empty() const { return Size == 0; }
2074 inline int size() const { return Size; }
2075 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2076 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2077 inline int capacity() const { return Capacity; }
2078 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2079 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2080
2081 inline T* begin() { return Data; }
2082 inline const T* begin() const { return Data; }
2083 inline T* end() { return Data + Size; }
2084 inline const T* end() const { return Data + Size; }
2085 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2086 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2087 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2088 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2089 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2090
2091 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2092 inline void resize(int new_size) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); Size = new_size; }
2093 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(new_capacity: _grow_capacity(sz: new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2094 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2095 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2096 inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2097
2098 // 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.
2099 inline void push_back(const T& v) { if (Size == Capacity) reserve(new_capacity: _grow_capacity(sz: Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2100 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2101 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(it: Data, v); }
2102 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2103 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2104 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2105 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(new_capacity: _grow_capacity(sz: Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2106 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2107 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2108 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2109 inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2110 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2111 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2112 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2113};
2114IM_MSVC_RUNTIME_CHECKS_RESTORE
2115
2116//-----------------------------------------------------------------------------
2117// [SECTION] ImGuiStyle
2118//-----------------------------------------------------------------------------
2119// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2120// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2121// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2122//-----------------------------------------------------------------------------
2123
2124struct ImGuiStyle
2125{
2126 float Alpha; // Global alpha applies to everything in Dear ImGui.
2127 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2128 ImVec2 WindowPadding; // Padding within a window.
2129 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2130 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).
2131 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2132 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2133 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2134 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2135 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).
2136 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2137 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).
2138 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2139 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2140 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).
2141 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2142 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2143 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2144 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!
2145 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2146 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2147 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2148 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2149 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2150 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2151 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2152 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2153 float TabBorderSize; // Thickness of border around tabs.
2154 float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
2155 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2156 float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2157 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2158 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2159 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2160 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2161 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2162 float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2163 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2164 ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2165 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2166 ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2167 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2168 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2169 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2170 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2171 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.
2172 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2173 ImVec4 Colors[ImGuiCol_COUNT];
2174
2175 // Behaviors
2176 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2177 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2178 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2179 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2180 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2181 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2182
2183 IMGUI_API ImGuiStyle();
2184 IMGUI_API void ScaleAllSizes(float scale_factor);
2185};
2186
2187//-----------------------------------------------------------------------------
2188// [SECTION] ImGuiIO
2189//-----------------------------------------------------------------------------
2190// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2191// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2192// It is generally expected that:
2193// - initialization: backends and user code writes to ImGuiIO.
2194// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2195//-----------------------------------------------------------------------------
2196
2197// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2198// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2199struct ImGuiKeyData
2200{
2201 bool Down; // True for if key is down
2202 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2203 float DownDurationPrev; // Last frame duration the key has been down
2204 float AnalogValue; // 0.0f..1.0f for gamepad values
2205};
2206
2207struct ImGuiIO
2208{
2209 //------------------------------------------------------------------
2210 // Configuration // Default value
2211 //------------------------------------------------------------------
2212
2213 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2214 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2215 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2216 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2217 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2218 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2219 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2220 void* UserData; // = NULL // Store your own data.
2221
2222 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2223 float FontGlobalScale; // = 1.0f // Global scale all fonts
2224 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2225 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2226 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
2227
2228 // Miscellaneous options
2229 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2230 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2231 bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2232 bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2233 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2234 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2235 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2236 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2237 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2238 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2239
2240 // Inputs Behaviors
2241 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2242 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2243 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2244 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2245 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2246 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2247
2248 //------------------------------------------------------------------
2249 // Debug options
2250 //------------------------------------------------------------------
2251
2252 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2253 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2254 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2255 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2256 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2257
2258 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2259 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2260 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2261 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2262 bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2263 bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2264
2265 // Option to deactivate io.AddFocusEvent(false) handling.
2266 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2267 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2268 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2269
2270 // Option to audit .ini data
2271 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2272
2273 //------------------------------------------------------------------
2274 // Platform Functions
2275 // (the imgui_impl_xxxx backend files are setting those up for you)
2276 //------------------------------------------------------------------
2277
2278 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2279 const char* BackendPlatformName; // = NULL
2280 const char* BackendRendererName; // = NULL
2281 void* BackendPlatformUserData; // = NULL // User data for platform backend
2282 void* BackendRendererUserData; // = NULL // User data for renderer backend
2283 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2284
2285 // Optional: Access OS clipboard
2286 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
2287 const char* (*GetClipboardTextFn)(void* user_data);
2288 void (*SetClipboardTextFn)(void* user_data, const char* text);
2289 void* ClipboardUserData;
2290
2291 // Optional: Open link/folder/file in OS Shell
2292 // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
2293 bool (*PlatformOpenInShellFn)(ImGuiContext* ctx, const char* path);
2294 void* PlatformOpenInShellUserData;
2295
2296 // 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)
2297 // (default to use native imm32 api on Windows)
2298 void (*PlatformSetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
2299 //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to io.PlatformSetImeDataFn in 1.91.0]
2300
2301 // Optional: Platform locale
2302 ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
2303
2304 //------------------------------------------------------------------
2305 // Input - Call before calling NewFrame()
2306 //------------------------------------------------------------------
2307
2308 // Input Functions
2309 IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2310 IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2311 IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2312 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2313 IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2314 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2315 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2316 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2317 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2318 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2319
2320 IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2321 IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2322 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2323 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2324 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2325#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2326 IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2327#endif
2328
2329 //------------------------------------------------------------------
2330 // Output - Updated by NewFrame() or EndFrame()/Render()
2331 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2332 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2333 //------------------------------------------------------------------
2334
2335 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2336 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2337 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2338 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2339 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2340 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2341 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2342 float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2343 int MetricsRenderVertices; // Vertices output during last call to Render()
2344 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2345 int MetricsRenderWindows; // Number of visible windows
2346 int MetricsActiveWindows; // Number of active windows
2347 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.
2348
2349 //------------------------------------------------------------------
2350 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2351 //------------------------------------------------------------------
2352
2353 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2354
2355 // Main Input State
2356 // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2357 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2358 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2359 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2360 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2361 float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2362 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2363 bool KeyCtrl; // Keyboard modifier down: Control
2364 bool KeyShift; // Keyboard modifier down: Shift
2365 bool KeyAlt; // Keyboard modifier down: Alt
2366 bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2367
2368 // Other state maintained from data above + IO function calls
2369 ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2370 ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2371 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2372 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2373 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2374 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2375 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2376 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2377 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2378 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2379 bool MouseReleased[5]; // Mouse button went from Down to !Down
2380 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2381 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2382 bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2383 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2384 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2385 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2386 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2387 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2388 bool AppFocusLost; // Only modify via AddFocusEvent()
2389 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2390 ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2391 bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2392 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2393 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2394
2395 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2396 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2397 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2398#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2399 int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2400 bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2401 float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2402 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2403#endif
2404
2405 IMGUI_API ImGuiIO();
2406};
2407
2408//-----------------------------------------------------------------------------
2409// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2410//-----------------------------------------------------------------------------
2411
2412// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2413// The callback function should return 0 by default.
2414// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2415// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2416// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2417// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2418// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2419// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2420// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2421struct ImGuiInputTextCallbackData
2422{
2423 ImGuiContext* Ctx; // Parent UI context
2424 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2425 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2426 void* UserData; // What user passed to InputText() // Read-only
2427
2428 // Arguments for the different callback events
2429 // - During Resize callback, Buf will be same as your input buffer.
2430 // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2431 // - 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.
2432 // - 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.
2433 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;
2434 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2435 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2436 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()
2437 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
2438 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2439 int CursorPos; // // Read-write // [Completion,History,Always]
2440 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2441 int SelectionEnd; // // Read-write // [Completion,History,Always]
2442
2443 // Helper functions for text manipulation.
2444 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2445 IMGUI_API ImGuiInputTextCallbackData();
2446 IMGUI_API void DeleteChars(int pos, int bytes_count);
2447 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2448 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2449 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2450 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2451};
2452
2453// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2454// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2455struct ImGuiSizeCallbackData
2456{
2457 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2458 ImVec2 Pos; // Read-only. Window position, for reference.
2459 ImVec2 CurrentSize; // Read-only. Current window size.
2460 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2461};
2462
2463// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2464struct ImGuiPayload
2465{
2466 // Members
2467 void* Data; // Data (copied and owned by dear imgui)
2468 int DataSize; // Data size
2469
2470 // [Internal]
2471 ImGuiID SourceId; // Source item id
2472 ImGuiID SourceParentId; // Source parent id (if available)
2473 int DataFrameCount; // Data timestamp
2474 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2475 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2476 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2477
2478 ImGuiPayload() { Clear(); }
2479 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(s: DataType, c: 0, n: sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2480 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(s1: type, s2: DataType) == 0; }
2481 bool IsPreview() const { return Preview; }
2482 bool IsDelivery() const { return Delivery; }
2483};
2484
2485//-----------------------------------------------------------------------------
2486// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2487//-----------------------------------------------------------------------------
2488
2489// Helper: Unicode defines
2490#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2491#ifdef IMGUI_USE_WCHAR32
2492#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2493#else
2494#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2495#endif
2496
2497// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2498// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2499struct ImGuiOnceUponAFrame
2500{
2501 ImGuiOnceUponAFrame() { RefFrame = -1; }
2502 mutable int RefFrame;
2503 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2504};
2505
2506// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2507struct ImGuiTextFilter
2508{
2509 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2510 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2511 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2512 IMGUI_API void Build();
2513 void Clear() { InputBuf[0] = 0; Build(); }
2514 bool IsActive() const { return !Filters.empty(); }
2515
2516 // [Internal]
2517 struct ImGuiTextRange
2518 {
2519 const char* b;
2520 const char* e;
2521
2522 ImGuiTextRange() { b = e = NULL; }
2523 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2524 bool empty() const { return b == e; }
2525 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2526 };
2527 char InputBuf[256];
2528 ImVector<ImGuiTextRange>Filters;
2529 int CountGrep;
2530};
2531
2532// Helper: Growable text buffer for logging/accumulating text
2533// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2534struct ImGuiTextBuffer
2535{
2536 ImVector<char> Buf;
2537 IMGUI_API static char EmptyString[1];
2538
2539 ImGuiTextBuffer() { }
2540 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2541 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2542 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2543 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2544 bool empty() const { return Buf.Size <= 1; }
2545 void clear() { Buf.clear(); }
2546 void reserve(int capacity) { Buf.reserve(new_capacity: capacity); }
2547 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2548 IMGUI_API void append(const char* str, const char* str_end = NULL);
2549 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2550 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2551};
2552
2553// [Internal] Key+Value for ImGuiStorage
2554struct ImGuiStoragePair
2555{
2556 ImGuiID key;
2557 union { int val_i; float val_f; void* val_p; };
2558 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2559 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2560 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2561};
2562
2563// Helper: Key->Value storage
2564// Typically you don't have to worry about this since a storage is held within each Window.
2565// We use it to e.g. store collapse state for a tree (Int 0/1)
2566// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2567// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2568// - 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).
2569// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2570// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2571struct ImGuiStorage
2572{
2573 // [Internal]
2574 ImVector<ImGuiStoragePair> Data;
2575
2576 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2577 // - Set***() functions find pair, insertion on demand if missing.
2578 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2579 void Clear() { Data.clear(); }
2580 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2581 IMGUI_API void SetInt(ImGuiID key, int val);
2582 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2583 IMGUI_API void SetBool(ImGuiID key, bool val);
2584 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2585 IMGUI_API void SetFloat(ImGuiID key, float val);
2586 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2587 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2588
2589 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2590 // - 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.
2591 // - 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)
2592 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2593 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2594 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2595 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2596 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2597
2598 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2599 IMGUI_API void BuildSortByKey();
2600 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2601 IMGUI_API void SetAllInt(int val);
2602
2603#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2604 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2605#endif
2606};
2607
2608// Helper: Manually clip large list of items.
2609// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2610// clipping based on visibility to only submit items that are in view.
2611// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2612// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2613// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2614// scale using lists with tens of thousands of items without a problem)
2615// Usage:
2616// ImGuiListClipper clipper;
2617// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2618// while (clipper.Step())
2619// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2620// ImGui::Text("line number %d", i);
2621// Generally what happens is:
2622// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2623// - User code submit that one element.
2624// - Clipper can measure the height of the first element
2625// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2626// - User code submit visible elements.
2627// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2628struct ImGuiListClipper
2629{
2630 ImGuiContext* Ctx; // Parent UI context
2631 int DisplayStart; // First item to display, updated by each call to Step()
2632 int DisplayEnd; // End of items to display (exclusive)
2633 int ItemsCount; // [Internal] Number of items
2634 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2635 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2636 double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2637 void* TempData; // [Internal] Internal data
2638
2639 // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
2640 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2641 IMGUI_API ImGuiListClipper();
2642 IMGUI_API ~ImGuiListClipper();
2643 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2644 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2645 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2646
2647 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2648 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2649 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_begin: item_index, item_end: item_index + 1); }
2650 IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2651
2652 // Seek cursor toward given item. This is automatically called while stepping.
2653 // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2654 // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2655 IMGUI_API void SeekCursorForItem(int item_index);
2656
2657#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2658 inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2659 inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2660 //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2661#endif
2662};
2663
2664// Helpers: ImVec2/ImVec4 operators
2665// - It is important that we are keeping those disabled by default so they don't leak in user space.
2666// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2667// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
2668#ifdef IMGUI_DEFINE_MATH_OPERATORS
2669#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2670IM_MSVC_RUNTIME_CHECKS_OFF
2671static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2672static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2673static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2674static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2675static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2676static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2677static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2678static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2679static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2680static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2681static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2682static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2683static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2684static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2685static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2686static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2687static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2688static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2689static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2690static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2691IM_MSVC_RUNTIME_CHECKS_RESTORE
2692#endif
2693
2694// Helpers macros to generate 32-bit encoded colors
2695// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2696#ifndef IM_COL32_R_SHIFT
2697#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2698#define IM_COL32_R_SHIFT 16
2699#define IM_COL32_G_SHIFT 8
2700#define IM_COL32_B_SHIFT 0
2701#define IM_COL32_A_SHIFT 24
2702#define IM_COL32_A_MASK 0xFF000000
2703#else
2704#define IM_COL32_R_SHIFT 0
2705#define IM_COL32_G_SHIFT 8
2706#define IM_COL32_B_SHIFT 16
2707#define IM_COL32_A_SHIFT 24
2708#define IM_COL32_A_MASK 0xFF000000
2709#endif
2710#endif
2711#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))
2712#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2713#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2714#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2715
2716// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2717// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2718// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2719// **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.
2720struct ImColor
2721{
2722 ImVec4 Value;
2723
2724 constexpr ImColor() { }
2725 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2726 constexpr ImColor(const ImVec4& col) : Value(col) {}
2727 constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2728 constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2729 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(in: Value); }
2730 inline operator ImVec4() const { return Value; }
2731
2732 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2733 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; }
2734 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); }
2735};
2736
2737//-----------------------------------------------------------------------------
2738// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2739//-----------------------------------------------------------------------------
2740
2741// Multi-selection system
2742// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2743// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2744// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2745// with support for clipper (skipping non-visible items), box-select and many other details.
2746// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2747// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2748// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2749// - In the spirit of Dear ImGui design, your code owns actual selection data.
2750// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2751// About ImGuiSelectionBasicStorage:
2752// - This is an optional helper to store a selection state and apply selection requests.
2753// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2754// Usage:
2755// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2756// - Store and maintain actual selection data using persistent object identifiers.
2757// - Usage flow:
2758// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2759// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2760// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2761// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2762// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2763// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2764// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2765// About ImGuiSelectionUserData:
2766// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2767// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2768// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2769// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2770// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2771// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2772// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2773// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2774// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2775// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2776
2777// Flags for BeginMultiSelect()
2778enum ImGuiMultiSelectFlags_
2779{
2780 ImGuiMultiSelectFlags_None = 0,
2781 ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2782 ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
2783 ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2784 ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2785 ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2786 ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
2787 ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2788 ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2789 ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
2790 ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
2791 ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
2792 ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2793 ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2794 ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
2795 ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2796 //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2797 ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2798};
2799
2800// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2801// This mainly contains a list of selection requests.
2802// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2803// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2804// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2805struct ImGuiMultiSelectIO
2806{
2807 //------------------------------------------// BeginMultiSelect / EndMultiSelect
2808 ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2809 ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2810 ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2811 bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2812 bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2813 int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2814};
2815
2816// Selection request type
2817enum ImGuiSelectionRequestType
2818{
2819 ImGuiSelectionRequestType_None = 0,
2820 ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2821 ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
2822};
2823
2824// Selection request item
2825struct ImGuiSelectionRequest
2826{
2827 //------------------------------------------// BeginMultiSelect / EndMultiSelect
2828 ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
2829 bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
2830 ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
2831 ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
2832 ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
2833};
2834
2835// Optional helper to store multi-selection state + apply multi-selection requests.
2836// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
2837// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2838// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
2839// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
2840// To store a multi-selection, in your application you could:
2841// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
2842// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
2843// In ImGuiSelectionBasicStorage we:
2844// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
2845// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
2846// - use decently optimized logic to allow queries and insertion of very large selection sets.
2847// - do not preserve selection order.
2848// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
2849// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
2850// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
2851struct ImGuiSelectionBasicStorage
2852{
2853 // Members
2854 int Size; // // Number of selected items, maintained by this helper.
2855 bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
2856 void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
2857 ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
2858 int _SelectionOrder;// [Internal] Increasing counter to store selection order
2859 ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
2860
2861 // Methods
2862 ImGuiSelectionBasicStorage();
2863 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
2864 IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
2865 IMGUI_API void Clear(); // Clear selection
2866 IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
2867 IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
2868 IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2869 inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
2870};
2871
2872// Optional helper to apply multi-selection requests to existing randomly accessible storage.
2873// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
2874struct ImGuiSelectionExternalStorage
2875{
2876 // Members
2877 void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
2878 void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
2879
2880 // Methods
2881 IMGUI_API ImGuiSelectionExternalStorage();
2882 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
2883};
2884
2885//-----------------------------------------------------------------------------
2886// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2887// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2888//-----------------------------------------------------------------------------
2889
2890// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2891#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2892#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2893#endif
2894
2895// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2896// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2897// you can poke into the draw list for that! Draw callback may be useful for example to:
2898// A) Change your GPU render state,
2899// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2900// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2901// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2902#ifndef ImDrawCallback
2903typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2904#endif
2905
2906// Special Draw callback value to request renderer backend to reset the graphics/render state.
2907// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2908// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2909// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
2910#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2911
2912// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2913// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2914// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2915// Backends made for <1.71. will typically ignore the VtxOffset fields.
2916// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2917struct ImDrawCmd
2918{
2919 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2920 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2921 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2922 unsigned int IdxOffset; // 4 // Start offset in index buffer.
2923 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2924 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2925 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2926
2927 ImDrawCmd() { memset(s: this, c: 0, n: sizeof(*this)); } // Also ensure our padding fields are zeroed
2928
2929 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
2930 inline ImTextureID GetTexID() const { return TextureId; }
2931};
2932
2933// Vertex layout
2934#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2935struct ImDrawVert
2936{
2937 ImVec2 pos;
2938 ImVec2 uv;
2939 ImU32 col;
2940};
2941#else
2942// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2943// 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.
2944// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
2945// 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.
2946IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2947#endif
2948
2949// [Internal] For use by ImDrawList
2950struct ImDrawCmdHeader
2951{
2952 ImVec4 ClipRect;
2953 ImTextureID TextureId;
2954 unsigned int VtxOffset;
2955};
2956
2957// [Internal] For use by ImDrawListSplitter
2958struct ImDrawChannel
2959{
2960 ImVector<ImDrawCmd> _CmdBuffer;
2961 ImVector<ImDrawIdx> _IdxBuffer;
2962};
2963
2964
2965// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2966// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2967struct ImDrawListSplitter
2968{
2969 int _Current; // Current channel number (0)
2970 int _Count; // Number of active channels (1+)
2971 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2972
2973 inline ImDrawListSplitter() { memset(s: this, c: 0, n: sizeof(*this)); }
2974 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2975 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2976 IMGUI_API void ClearFreeMemory();
2977 IMGUI_API void Split(ImDrawList* draw_list, int count);
2978 IMGUI_API void Merge(ImDrawList* draw_list);
2979 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2980};
2981
2982// Flags for ImDrawList functions
2983// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2984enum ImDrawFlags_
2985{
2986 ImDrawFlags_None = 0,
2987 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2988 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2989 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2990 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2991 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2992 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2993 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2994 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2995 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2996 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2997 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2998 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2999 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3000};
3001
3002// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3003// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3004enum ImDrawListFlags_
3005{
3006 ImDrawListFlags_None = 0,
3007 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3008 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3009 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3010 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3011};
3012
3013// Draw command list
3014// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3015// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3016// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3017// access the current window draw list and draw custom primitives.
3018// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3019// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3020// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3021// 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.
3022struct ImDrawList
3023{
3024 // This is what you have to render
3025 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3026 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3027 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3028 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3029
3030 // [Internal, used while building lists]
3031 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3032 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3033 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3034 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3035 ImVector<ImVec2> _Path; // [Internal] current path building
3036 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3037 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3038 ImVector<ImVec4> _ClipRectStack; // [Internal]
3039 ImVector<ImTextureID> _TextureIdStack; // [Internal]
3040 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3041 const char* _OwnerName; // Pointer to owner window's name for debugging
3042
3043 // 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)
3044 ImDrawList(ImDrawListSharedData* shared_data) { memset(s: this, c: 0, n: sizeof(*this)); _Data = shared_data; }
3045
3046 ~ImDrawList() { _ClearFreeMemory(); }
3047 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
3048 IMGUI_API void PushClipRectFullScreen();
3049 IMGUI_API void PopClipRect();
3050 IMGUI_API void PushTextureID(ImTextureID texture_id);
3051 IMGUI_API void PopTextureID();
3052 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3053 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3054
3055 // Primitives
3056 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3057 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3058 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3059 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3060 // In future versions we will use textures to provide cheaper and higher-quality circles.
3061 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3062 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3063 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
3064 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3065 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
3066 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3067 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3068 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3069 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3070 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3071 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3072 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3073 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3074 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3075 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3076 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3077 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);
3078 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
3079 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
3080
3081 // General polygon
3082 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3083 // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
3084 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3085 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3086 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3087
3088 // Image primitives
3089 // - Read FAQ to understand what ImTextureID is.
3090 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3091 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
3092 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3093 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3094 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3095
3096 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3097 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3098 // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3099 inline void PathClear() { _Path.Size = 0; }
3100 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(v: pos); }
3101 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(s1: &_Path.Data[_Path.Size - 1], s2: &pos, n: 8) != 0) _Path.push_back(v: pos); }
3102 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3103 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(points: _Path.Data, num_points: _Path.Size, col); _Path.Size = 0; }
3104 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(points: _Path.Data, num_points: _Path.Size, col, flags, thickness); _Path.Size = 0; }
3105 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3106 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
3107 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3108 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3109 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3110 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3111
3112 // Advanced
3113 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.
3114 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
3115 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3116
3117 // Advanced: Channels
3118 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3119 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
3120 // - This API shouldn't have been in ImDrawList in the first place!
3121 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3122 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3123 inline void ChannelsSplit(int count) { _Splitter.Split(draw_list: this, count); }
3124 inline void ChannelsMerge() { _Splitter.Merge(draw_list: this); }
3125 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(draw_list: this, channel_idx: n); }
3126
3127 // Advanced: Primitives allocations
3128 // - We render triangles (three vertices)
3129 // - All primitives needs to be reserved via PrimReserve() beforehand.
3130 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3131 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3132 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3133 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3134 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);
3135 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3136 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3137 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx(idx: (ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3138
3139 // Obsolete names
3140 //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3141 //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3142 //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3143 //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3144 //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3145
3146 // [Internal helpers]
3147 IMGUI_API void _ResetForNewFrame();
3148 IMGUI_API void _ClearFreeMemory();
3149 IMGUI_API void _PopUnusedDrawCmd();
3150 IMGUI_API void _TryMergeDrawCmds();
3151 IMGUI_API void _OnChangedClipRect();
3152 IMGUI_API void _OnChangedTextureID();
3153 IMGUI_API void _OnChangedVtxOffset();
3154 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3155 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3156 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3157};
3158
3159// All draw data to render a Dear ImGui frame
3160// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3161// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3162struct ImDrawData
3163{
3164 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3165 int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
3166 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3167 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3168 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3169 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3170 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3171 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3172 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3173
3174 // Functions
3175 ImDrawData() { Clear(); }
3176 IMGUI_API void Clear();
3177 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3178 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!
3179 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3180};
3181
3182//-----------------------------------------------------------------------------
3183// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3184//-----------------------------------------------------------------------------
3185
3186struct ImFontConfig
3187{
3188 void* FontData; // // TTF/OTF data
3189 int FontDataSize; // // TTF/OTF data size
3190 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3191 int FontNo; // 0 // Index of font within TTF/OTF file
3192 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3193 int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3194 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
3195 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.
3196 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3197 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3198 const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3199 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3200 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3201 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.
3202 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3203 float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3204 float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3205 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3206
3207 // [Internal]
3208 char Name[40]; // Name (strictly to ease debugging)
3209 ImFont* DstFont;
3210
3211 IMGUI_API ImFontConfig();
3212};
3213
3214// Hold rendering data for one glyph.
3215// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
3216struct ImFontGlyph
3217{
3218 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3219 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3220 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3221 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3222 float X0, Y0, X1, Y1; // Glyph corners
3223 float U0, V0, U1, V1; // Texture coordinates
3224};
3225
3226// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3227// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3228struct ImFontGlyphRangesBuilder
3229{
3230 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3231
3232 ImFontGlyphRangesBuilder() { Clear(); }
3233 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(new_size: size_in_bytes / (int)sizeof(ImU32)); memset(s: UsedChars.Data, c: 0, n: (size_t)size_in_bytes); }
3234 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3235 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3236 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3237 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3238 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3239 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3240};
3241
3242// See ImFontAtlas::AddCustomRectXXX functions.
3243struct ImFontAtlasCustomRect
3244{
3245 unsigned short Width, Height; // Input // Desired rectangle dimension
3246 unsigned short X, Y; // Output // Packed position in Atlas
3247 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
3248 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3249 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3250 ImFont* Font; // Input // For custom font glyphs only: target font
3251 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3252 bool IsPacked() const { return X != 0xFFFF; }
3253};
3254
3255// Flags for ImFontAtlas build
3256enum ImFontAtlasFlags_
3257{
3258 ImFontAtlasFlags_None = 0,
3259 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3260 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3261 ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3262};
3263
3264// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3265// - One or more fonts.
3266// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3267// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3268// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3269// - 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.
3270// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3271// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3272// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3273// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3274// Common pitfalls:
3275// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3276// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3277// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3278// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3279// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3280// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3281struct ImFontAtlas
3282{
3283 IMGUI_API ImFontAtlas();
3284 IMGUI_API ~ImFontAtlas();
3285 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3286 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3287 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3288 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3289 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3290 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.
3291 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.
3292 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3293 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
3294 IMGUI_API void Clear(); // Clear all input and output.
3295
3296 // Build atlas, retrieve pixel data.
3297 // 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().
3298 // The pitch is always = Width * BytesPerPixels (1 or 4)
3299 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3300 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3301 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3302 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3303 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3304 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
3305 void SetTexID(ImTextureID id) { TexID = id; }
3306
3307 //-------------------------------------------
3308 // Glyph Ranges
3309 //-------------------------------------------
3310
3311 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3312 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3313 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3314 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3315 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3316 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3317 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3318 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3319 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3320 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3321 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3322 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3323 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3324
3325 //-------------------------------------------
3326 // [BETA] Custom Rectangles/Glyphs API
3327 //-------------------------------------------
3328
3329 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3330 // - After calling Build(), you can query the rectangle position and render your pixels.
3331 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3332 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3333 // so you can render e.g. custom colorful icons and use them as regular glyphs.
3334 // - Read docs/FONTS.md for more details about using colorful icons.
3335 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3336 IMGUI_API int AddCustomRectRegular(int width, int height);
3337 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3338 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3339
3340 // [Internal]
3341 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3342 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3343
3344 //-------------------------------------------
3345 // Members
3346 //-------------------------------------------
3347
3348 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3349 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.
3350 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.
3351 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3352 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3353 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3354
3355 // [Internal]
3356 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3357 bool TexReady; // Set when texture was built matching current font input
3358 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
3359 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3360 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3361 int TexWidth; // Texture width calculated during Build().
3362 int TexHeight; // Texture height calculated during Build().
3363 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3364 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3365 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.
3366 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3367 ImVector<ImFontConfig> ConfigData; // Configuration data
3368 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3369
3370 // [Internal] Font builder
3371 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3372 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
3373
3374 // [Internal] Packing data
3375 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3376 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3377
3378 // [Obsolete]
3379 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3380 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3381};
3382
3383// Font runtime data and rendering
3384// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3385struct ImFont
3386{
3387 // Members: Hot ~20/24 bytes (for CalcTextSize)
3388 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
3389 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3390 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3391
3392 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3393 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3394 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3395 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3396
3397 // Members: Cold ~32/40 bytes
3398 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3399 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3400 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3401 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3402 ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3403 short EllipsisCharCount; // 1 // out // 1 or 3
3404 float EllipsisWidth; // 4 // out // Width
3405 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3406 bool DirtyLookupTables; // 1 // out //
3407 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3408 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3409 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3410 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3411
3412 // Methods
3413 IMGUI_API ImFont();
3414 IMGUI_API ~ImFont();
3415 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
3416 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
3417 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3418 bool IsLoaded() const { return ContainerAtlas != NULL; }
3419 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
3420
3421 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3422 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3423 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
3424 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
3425 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
3426 IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
3427
3428 // [Internal] Don't use!
3429 IMGUI_API void BuildLookupTable();
3430 IMGUI_API void ClearOutputData();
3431 IMGUI_API void GrowIndex(int new_size);
3432 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
3433 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.
3434 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
3435 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3436};
3437
3438//-----------------------------------------------------------------------------
3439// [SECTION] Viewports
3440//-----------------------------------------------------------------------------
3441
3442// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3443enum ImGuiViewportFlags_
3444{
3445 ImGuiViewportFlags_None = 0,
3446 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3447 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3448 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend)
3449};
3450
3451// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3452// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
3453// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3454// - About Main Area vs Work Area:
3455// - Main Area = entire viewport.
3456// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3457// - Windows are generally trying to stay within the Work Area of their host viewport.
3458struct ImGuiViewport
3459{
3460 ImGuiID ID; // Unique identifier for the viewport
3461 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3462 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3463 ImVec2 Size; // Main Area: Size of the viewport.
3464 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3465 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3466
3467 // Platform/Backend Dependent Data
3468 void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
3469 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
3470
3471 ImGuiViewport() { memset(s: this, c: 0, n: sizeof(*this)); }
3472
3473 // Helpers
3474 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3475 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3476};
3477
3478//-----------------------------------------------------------------------------
3479// [SECTION] Platform Dependent Interfaces
3480//-----------------------------------------------------------------------------
3481
3482// (Optional) Support for IME (Input Method Editor) via the io.PlatformSetImeDataFn() function.
3483struct ImGuiPlatformImeData
3484{
3485 bool WantVisible; // A widget wants the IME to be visible
3486 ImVec2 InputPos; // Position of the input cursor
3487 float InputLineHeight; // Line height
3488
3489 ImGuiPlatformImeData() { memset(s: this, c: 0, n: sizeof(*this)); }
3490};
3491
3492//-----------------------------------------------------------------------------
3493// [SECTION] Obsolete functions and types
3494// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3495// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3496//-----------------------------------------------------------------------------
3497
3498#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3499namespace ImGui
3500{
3501 // OBSOLETED in 1.91.0 (from July 2024)
3502 static inline void PushButtonRepeat(bool repeat) { PushItemFlag(option: ImGuiItemFlags_ButtonRepeat, enabled: repeat); }
3503 static inline void PopButtonRepeat() { PopItemFlag(); }
3504 static inline void PushTabStop(bool tab_stop) { PushItemFlag(option: ImGuiItemFlags_NoTabStop, enabled: !tab_stop); }
3505 static inline void PopTabStop() { PopItemFlag(); }
3506 IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3507 IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3508 IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3509 // OBSOLETED in 1.90.0 (from September 2023)
3510 static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, child_flags: ImGuiChildFlags_FrameStyle, window_flags); }
3511 static inline void EndChildFrame() { EndChild(); }
3512 //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3513 //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3514 static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3515 IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3516 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3517 // OBSOLETED in 1.89.7 (from June 2023)
3518 IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3519 // OBSOLETED in 1.89.4 (from March 2023)
3520 static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(option: ImGuiItemFlags_NoTabStop, enabled: !tab_stop); }
3521 static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
3522 // OBSOLETED in 1.89 (from August 2022)
3523 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
3524 // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
3525 IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
3526 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3527
3528 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3529 //-- OBSOLETED in 1.88 (from May 2022)
3530 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3531 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3532 //-- OBSOLETED in 1.86 (from November 2021)
3533 //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
3534 //-- OBSOLETED in 1.85 (from August 2021)
3535 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3536 //-- OBSOLETED in 1.81 (from February 2021)
3537 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3538 //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
3539 //static inline void ListBoxFooter() { EndListBox(); }
3540 //-- OBSOLETED in 1.79 (from August 2020)
3541 //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
3542 //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
3543 //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
3544 //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3545 //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3546 //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3547 //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3548 //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3549 //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3550 //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3551 //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3552 //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3553 //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3554 //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3555 //-- OBSOLETED in 1.77 and before
3556 //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
3557 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3558 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3559 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3560 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3561 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3562 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3563 //-- OBSOLETED in 1.60 and before
3564 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3565 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3566 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3567 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3568 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3569 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3570 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3571 //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3572 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3573 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3574 //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3575 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3576 //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3577 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3578 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3579 //-- OBSOLETED in 1.50 and before
3580 //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3581 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3582 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3583 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3584}
3585
3586//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3587//typedef ImDrawFlags ImDrawCornerFlags;
3588//enum ImDrawCornerFlags_
3589//{
3590// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3591// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3592// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3593// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3594// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3595// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3596// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3597// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3598// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3599// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3600//};
3601
3602// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3603// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3604//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
3605//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3606//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3607//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3608
3609#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3610
3611#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3612
3613// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3614#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3615#define IMGUI_DISABLE_DEBUG_TOOLS
3616#endif
3617#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3618#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3619#endif
3620
3621//-----------------------------------------------------------------------------
3622
3623#if defined(__clang__)
3624#pragma clang diagnostic pop
3625#elif defined(__GNUC__)
3626#pragma GCC diagnostic pop
3627#endif
3628
3629#ifdef _MSC_VER
3630#pragma warning (pop)
3631#endif
3632
3633// Include imgui_user.h at the end of imgui.h
3634// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3635#ifdef IMGUI_INCLUDE_IMGUI_USER_H
3636#ifdef IMGUI_USER_H_FILENAME
3637#include IMGUI_USER_H_FILENAME
3638#else
3639#include "imgui_user.h"
3640#endif
3641#endif
3642
3643#endif // #ifndef IMGUI_DISABLE
3644

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