1 // dear imgui, v1.49 WIP 2 // (headers) 3 4 // See imgui.cpp file for documentation. 5 // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code. 6 // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase. 7 // Get latest version at https://github.com/ocornut/imgui 8 9 #pragma once 10 11 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) 12 #include "imconfig.h" // User-editable configuration file 13 #endif 14 #include <float.h> // FLT_MAX 15 #include <stdarg.h> // va_list 16 #include <stddef.h> // ptrdiff_t, NULL 17 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp 18 19 #define IMGUI_VERSION "1.49 WIP" 20 21 // Define attributes of all API symbols declarations, e.g. for DLL under Windows. 22 #ifndef IMGUI_API 23 #define IMGUI_API 24 #endif 25 26 // Define assertion handler. 27 #ifndef IM_ASSERT 28 #include <assert.h> 29 #define IM_ASSERT(_EXPR) assert(_EXPR) 30 #endif 31 32 // Some compilers support applying printf-style warnings to user functions. 33 #if defined(__clang__) || defined(__GNUC__) 34 #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1)))) 35 #else 36 #define IM_PRINTFARGS(FMT) 37 #endif 38 39 // Forward declarations 40 struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit() 41 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) 42 struct ImDrawData; // All draw command lists required to render the frame 43 struct ImDrawList; // A single draw command list (generally one per window) 44 struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) 45 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas 46 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader 47 struct ImFontConfig; // Configuration data when adding a font or merging fonts 48 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 49 struct ImGuiIO; // Main configuration and I/O between your application and ImGui 50 struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro 51 struct ImGuiStorage; // Simple custom key value storage 52 struct ImGuiStyle; // Runtime data for styling/colors 53 struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 54 struct ImGuiTextBuffer; // Text buffer for logging/accumulating text 55 struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced) 56 struct ImGuiListClipper; // Helper to manually clip large list of items 57 58 // Enumerations (declared as int for compatibility and to not pollute the top of this file) 59 typedef unsigned int ImU32; 60 typedef unsigned short ImWchar; // character for keyboard input/display 61 typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) 62 typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) 63 typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_ 64 typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_ 65 typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_ 66 typedef int ImGuiAlign; // alignment // enum ImGuiAlign_ 67 typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_ 68 typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ 69 typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ 70 typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_ 71 typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ 72 typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ 73 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); 74 75 // Others helpers at bottom of the file: 76 // class ImVector<> // Lightweight std::vector like class. 77 // IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times) 78 79 struct ImVec2 80 { 81 float x, y; ImVec2ImVec282 ImVec2() { x = y = 0.0f; } ImVec2ImVec283 ImVec2(float _x, float _y) { x = _x; y = _y; } 84 #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. 85 IM_VEC2_CLASS_EXTRA 86 #endif 87 }; 88 89 struct ImVec4 90 { 91 float x, y, z, w; ImVec4ImVec492 ImVec4() { x = y = z = w = 0.0f; } ImVec4ImVec493 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } 94 #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4. 95 IM_VEC4_CLASS_EXTRA 96 #endif 97 }; 98 99 // ImGui end-user API 100 // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types) 101 namespace ImGui 102 { 103 // Main 104 IMGUI_API ImGuiIO& GetIO(); 105 IMGUI_API ImGuiStyle& GetStyle(); 106 IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() 107 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render(). 108 IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set. 109 IMGUI_API void Shutdown(); 110 IMGUI_API void ShowUserGuide(); // help block 111 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block 112 IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window demonstrating ImGui features 113 IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui 114 115 // Window 116 IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false). 117 IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually. 118 IMGUI_API void End(); // finish appending to current window, pop it off the window stack. 119 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). 120 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // " 121 IMGUI_API void EndChild(); 122 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates 123 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() 124 IMGUI_API float GetContentRegionAvailWidth(); // 125 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 126 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates 127 IMGUI_API float GetWindowContentRegionWidth(); // 128 IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives 129 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api) 130 IMGUI_API ImVec2 GetWindowSize(); // get current window size 131 IMGUI_API float GetWindowWidth(); 132 IMGUI_API float GetWindowHeight(); 133 IMGUI_API bool IsWindowCollapsed(); 134 IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows 135 136 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin() 137 IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() 138 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() 139 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() 140 IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() 141 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() 142 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() 143 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing 144 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing 145 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state 146 IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most 147 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position. 148 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. 149 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state 150 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. 151 152 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] 153 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] 154 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X 155 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y 156 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] 157 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] 158 IMGUI_API void SetScrollHere(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. 159 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. 160 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 161 IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) 162 IMGUI_API ImGuiStorage* GetStateStorage(); 163 164 // Parameters stacks (shared) 165 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font 166 IMGUI_API void PopFont(); 167 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); 168 IMGUI_API void PopStyleColor(int count = 1); 169 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); 170 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); 171 IMGUI_API void PopStyleVar(int count = 1); 172 IMGUI_API ImFont* GetFont(); // get current font 173 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied 174 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API 175 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier 176 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied 177 178 // Parameters stacks (current window) 179 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) 180 IMGUI_API void PopItemWidth(); 181 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position 182 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space 183 IMGUI_API void PopTextWrapPos(); 184 IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets 185 IMGUI_API void PopAllowKeyboardFocus(); 186 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. 187 IMGUI_API void PopButtonRepeat(); 188 189 // Cursor / Layout 190 IMGUI_API void BeginGroup(); // lock horizontal starting position. once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc. 191 IMGUI_API void EndGroup(); 192 IMGUI_API void Separator(); // horizontal line 193 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally 194 IMGUI_API void Spacing(); // add spacing 195 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size 196 IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels 197 IMGUI_API void Unindent(); // move content position back to the left (cancel Indent) 198 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position 199 IMGUI_API float GetCursorPosX(); // " 200 IMGUI_API float GetCursorPosY(); // " 201 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // " 202 IMGUI_API void SetCursorPosX(float x); // " 203 IMGUI_API void SetCursorPosY(float y); // " 204 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position 205 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] 206 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] 207 IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets 208 IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize() 209 IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y 210 IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y 211 212 // Columns 213 // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress. 214 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1). 215 IMGUI_API void NextColumn(); // next column 216 IMGUI_API int GetColumnIndex(); // get current column index 217 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 usually 0.0f and not resizable unless you call this 218 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 219 IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset()) 220 IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns()) 221 222 // ID scopes 223 // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. 224 // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details. 225 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack! 226 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); 227 IMGUI_API void PushID(const void* ptr_id); 228 IMGUI_API void PushID(int int_id); 229 IMGUI_API void PopID(); 230 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed 231 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); 232 IMGUI_API ImGuiID GetID(const void* ptr_id); 233 234 // Widgets 235 IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1); 236 IMGUI_API void TextV(const char* fmt, va_list args); 237 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); 238 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args); 239 IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); 240 IMGUI_API void TextDisabledV(const char* fmt, va_list args); 241 IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(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(). 242 IMGUI_API void TextWrappedV(const char* fmt, va_list args); 243 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text 244 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets 245 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); 246 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance you by the same distance as an empty TreeNode() call. 247 IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); 248 IMGUI_API void BulletTextV(const char* fmt, va_list args); 249 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); 250 IMGUI_API bool SmallButton(const char* label); 251 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); 252 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); 253 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding 254 IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false); 255 IMGUI_API bool Checkbox(const char* label, bool* v); 256 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); 257 IMGUI_API bool RadioButton(const char* label, bool active); 258 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); 259 IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1); 260 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0 261 IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); 262 IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true); 263 IMGUI_API bool ColorEdit3(const char* label, float col[3]); 264 IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); 265 IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and should be obsoleted. 266 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)); 267 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)); 268 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)); 269 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)); 270 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); 271 272 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds) 273 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* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound 274 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* display_format = "%.3f", float power = 1.0f); 275 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* display_format = "%.3f", float power = 1.0f); 276 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* display_format = "%.3f", float power = 1.0f); 277 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* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f); 278 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound 279 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* display_format = "%.0f"); 280 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* display_format = "%.0f"); 281 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* display_format = "%.0f"); 282 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* display_format = "%.0f", const char* display_format_max = NULL); 283 284 // Widgets: Input with Keyboard 285 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); 286 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); 287 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 288 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 289 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 290 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 291 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0); 292 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0); 293 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0); 294 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0); 295 296 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds) 297 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders 298 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 299 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 300 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 301 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); 302 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f"); 303 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f"); 304 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f"); 305 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f"); 306 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 307 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f"); 308 309 // Widgets: Trees 310 IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop(). 311 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // 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(). 312 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // " 313 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // " 314 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // " 315 IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose 316 IMGUI_API void TreePush(const void* ptr_id = NULL); // " 317 IMGUI_API void TreePop(); 318 IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node/collapsing header to be opened. 319 320 // Widgets: Selectable / Lists 321 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // 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 322 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); 323 IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1); 324 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); 325 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards. 326 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " 327 IMGUI_API void ListBoxFooter(); // terminate the scrolling region 328 329 // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) 330 IMGUI_API void Value(const char* prefix, bool b); 331 IMGUI_API void Value(const char* prefix, int v); 332 IMGUI_API void Value(const char* prefix, unsigned int v); 333 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); 334 IMGUI_API void ValueColor(const char* prefix, const ImVec4& v); 335 IMGUI_API void ValueColor(const char* prefix, unsigned int v); 336 337 // Tooltips 338 IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins 339 IMGUI_API void SetTooltipV(const char* fmt, va_list args); 340 IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text 341 IMGUI_API void EndTooltip(); 342 343 // Menus 344 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true! 345 IMGUI_API void EndMainMenuBar(); 346 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true! 347 IMGUI_API void EndMenuBar(); 348 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! 349 IMGUI_API void EndMenu(); 350 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment 351 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 352 353 // Popups 354 IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). 355 IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true! 356 IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside) 357 IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp! 358 IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window. 359 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window). 360 IMGUI_API void EndPopup(); 361 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. 362 363 // Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened. 364 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty 365 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file 366 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard 367 IMGUI_API void LogFinish(); // stop logging (close file, etc.) 368 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard 369 IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed) 370 371 // Utilities 372 IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? 373 IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this 374 IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) 375 IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.) 376 IMGUI_API bool IsAnyItemHovered(); 377 IMGUI_API bool IsAnyItemActive(); 378 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space 379 IMGUI_API ImVec2 GetItemRectMax(); // " 380 IMGUI_API ImVec2 GetItemRectSize(); // " 381 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. 382 IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others) 383 IMGUI_API bool IsWindowFocused(); // is current window focused 384 IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows) 385 IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused 386 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization) 387 IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window 388 IMGUI_API float GetTime(); 389 IMGUI_API int GetFrameCount(); 390 IMGUI_API const char* GetStyleColName(ImGuiCol idx); 391 IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items 392 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 393 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. 394 395 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame 396 IMGUI_API void EndChildFrame(); 397 398 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); 399 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); 400 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); 401 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); 402 403 // Inputs 404 IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] 405 IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices! 406 IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate 407 IMGUI_API bool IsKeyReleased(int key_index); // " 408 IMGUI_API bool IsMouseDown(int button); // is mouse button held 409 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) 410 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. 411 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) 412 IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup) 413 IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window 414 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. disregarding of consideration of focus/window ordering/blocked by a popup. 415 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold 416 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls 417 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into 418 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold 419 IMGUI_API void ResetMouseDragDelta(int button = 0); // 420 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you 421 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type 422 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered. 423 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle). 424 425 // Helpers functions to access functions pointers in ImGui::GetIO() 426 IMGUI_API void* MemAlloc(size_t sz); 427 IMGUI_API void MemFree(void* ptr); 428 IMGUI_API const char* GetClipboardText(); 429 IMGUI_API void SetClipboardText(const char* text); 430 431 // Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself 432 IMGUI_API const char* GetVersion(); 433 IMGUI_API void* GetInternalState(); 434 IMGUI_API size_t GetInternalStateSize(); 435 IMGUI_API void SetInternalState(void* state, bool construct = false); 436 437 // Obsolete (will be removed) 438 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS GetWindowFont()439 static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ GetWindowFontSize()440 static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ OpenNextNode(bool open)441 static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+ GetWindowIsFocused()442 static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+ GetWindowCollapsed()443 static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+ GetItemBoxMin()444 static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+ GetItemBoxMax()445 static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE 1.36+ IsClipped(const ImVec2 & size)446 static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+ IsRectClipped(const ImVec2 & size)447 static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+ IsMouseHoveringBox(const ImVec2 & rect_min,const ImVec2 & rect_max)448 static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+ SetScrollPosHere()449 static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ 450 #endif 451 452 } // namespace ImGui 453 454 // Flags for ImGui::Begin() 455 enum ImGuiWindowFlags_ 456 { 457 // Default: 0 458 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar 459 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip 460 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window 461 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) 462 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel 463 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it 464 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame 465 ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items 466 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file 467 ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs 468 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar 469 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. 470 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state 471 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) 472 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) 473 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) 474 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) 475 // [Internal] 476 ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild() 477 ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild() 478 ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild() 479 ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox() 480 ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip() 481 ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup() 482 ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal() 483 ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu() 484 }; 485 486 // Flags for ImGui::InputText() 487 enum ImGuiInputTextFlags_ 488 { 489 // Default: 0 490 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ 491 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef 492 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z 493 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs 494 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus 495 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) 496 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling) 497 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling) 498 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer. 499 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character. 500 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field 501 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter). 502 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally 503 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode 504 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode 505 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 506 // [Internal] 507 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() 508 }; 509 510 // Flags for ImGui::Selectable() 511 enum ImGuiSelectableFlags_ 512 { 513 // Default: 0 514 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window 515 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) 516 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too 517 }; 518 519 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array 520 enum ImGuiKey_ 521 { 522 ImGuiKey_Tab, // for tabbing through fields 523 ImGuiKey_LeftArrow, // for text edit 524 ImGuiKey_RightArrow,// for text edit 525 ImGuiKey_UpArrow, // for text edit 526 ImGuiKey_DownArrow, // for text edit 527 ImGuiKey_PageUp, 528 ImGuiKey_PageDown, 529 ImGuiKey_Home, // for text edit 530 ImGuiKey_End, // for text edit 531 ImGuiKey_Delete, // for text edit 532 ImGuiKey_Backspace, // for text edit 533 ImGuiKey_Enter, // for text edit 534 ImGuiKey_Escape, // for text edit 535 ImGuiKey_A, // for text edit CTRL+A: select all 536 ImGuiKey_C, // for text edit CTRL+C: copy 537 ImGuiKey_V, // for text edit CTRL+V: paste 538 ImGuiKey_X, // for text edit CTRL+X: cut 539 ImGuiKey_Y, // for text edit CTRL+Y: redo 540 ImGuiKey_Z, // for text edit CTRL+Z: undo 541 ImGuiKey_COUNT 542 }; 543 544 // Enumeration for PushStyleColor() / PopStyleColor() 545 enum ImGuiCol_ 546 { 547 ImGuiCol_Text, 548 ImGuiCol_TextDisabled, 549 ImGuiCol_WindowBg, // Background of normal windows 550 ImGuiCol_ChildWindowBg, // Background of child windows 551 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows 552 ImGuiCol_Border, 553 ImGuiCol_BorderShadow, 554 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input 555 ImGuiCol_FrameBgHovered, 556 ImGuiCol_FrameBgActive, 557 ImGuiCol_TitleBg, 558 ImGuiCol_TitleBgCollapsed, 559 ImGuiCol_TitleBgActive, 560 ImGuiCol_MenuBarBg, 561 ImGuiCol_ScrollbarBg, 562 ImGuiCol_ScrollbarGrab, 563 ImGuiCol_ScrollbarGrabHovered, 564 ImGuiCol_ScrollbarGrabActive, 565 ImGuiCol_ComboBg, 566 ImGuiCol_CheckMark, 567 ImGuiCol_SliderGrab, 568 ImGuiCol_SliderGrabActive, 569 ImGuiCol_Button, 570 ImGuiCol_ButtonHovered, 571 ImGuiCol_ButtonActive, 572 ImGuiCol_Header, 573 ImGuiCol_HeaderHovered, 574 ImGuiCol_HeaderActive, 575 ImGuiCol_Column, 576 ImGuiCol_ColumnHovered, 577 ImGuiCol_ColumnActive, 578 ImGuiCol_ResizeGrip, 579 ImGuiCol_ResizeGripHovered, 580 ImGuiCol_ResizeGripActive, 581 ImGuiCol_CloseButton, 582 ImGuiCol_CloseButtonHovered, 583 ImGuiCol_CloseButtonActive, 584 ImGuiCol_PlotLines, 585 ImGuiCol_PlotLinesHovered, 586 ImGuiCol_PlotHistogram, 587 ImGuiCol_PlotHistogramHovered, 588 ImGuiCol_TextSelectedBg, 589 ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active 590 ImGuiCol_COUNT 591 }; 592 593 // Enumeration for PushStyleVar() / PopStyleVar() 594 // NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others. 595 enum ImGuiStyleVar_ 596 { 597 ImGuiStyleVar_Alpha, // float 598 ImGuiStyleVar_WindowPadding, // ImVec2 599 ImGuiStyleVar_WindowRounding, // float 600 ImGuiStyleVar_WindowMinSize, // ImVec2 601 ImGuiStyleVar_ChildWindowRounding, // float 602 ImGuiStyleVar_FramePadding, // ImVec2 603 ImGuiStyleVar_FrameRounding, // float 604 ImGuiStyleVar_ItemSpacing, // ImVec2 605 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 606 ImGuiStyleVar_IndentSpacing, // float 607 ImGuiStyleVar_GrabMinSize // float 608 }; 609 610 enum ImGuiAlign_ 611 { 612 ImGuiAlign_Left = 1 << 0, 613 ImGuiAlign_Center = 1 << 1, 614 ImGuiAlign_Right = 1 << 2, 615 ImGuiAlign_Top = 1 << 3, 616 ImGuiAlign_VCenter = 1 << 4, 617 ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top 618 }; 619 620 // Enumeration for ColorEditMode() 621 enum ImGuiColorEditMode_ 622 { 623 ImGuiColorEditMode_UserSelect = -2, 624 ImGuiColorEditMode_UserSelectShowButton = -1, 625 ImGuiColorEditMode_RGB = 0, 626 ImGuiColorEditMode_HSV = 1, 627 ImGuiColorEditMode_HEX = 2 628 }; 629 630 // Enumeration for GetMouseCursor() 631 enum ImGuiMouseCursor_ 632 { 633 ImGuiMouseCursor_Arrow = 0, 634 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. 635 ImGuiMouseCursor_Move, // Unused 636 ImGuiMouseCursor_ResizeNS, // Unused 637 ImGuiMouseCursor_ResizeEW, // When hovering over a column 638 ImGuiMouseCursor_ResizeNESW, // Unused 639 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window 640 ImGuiMouseCursor_Count_ 641 }; 642 643 // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions 644 // All those functions treat 0 as a shortcut to ImGuiSetCond_Always 645 enum ImGuiSetCond_ 646 { 647 ImGuiSetCond_Always = 1 << 0, // Set the variable 648 ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session 649 ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file 650 ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time) 651 }; 652 653 struct ImGuiStyle 654 { 655 float Alpha; // Global alpha applies to everything in ImGui 656 ImVec2 WindowPadding; // Padding within a window 657 ImVec2 WindowMinSize; // Minimum window size 658 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows 659 ImGuiAlign WindowTitleAlign; // Alignment for title bar text 660 float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows 661 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets) 662 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). 663 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines 664 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) 665 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! 666 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node 667 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns 668 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar 669 float ScrollbarRounding; // Radius of grab corners for scrollbar 670 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar 671 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 672 ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows. 673 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. 674 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. 675 bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) 676 float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. 677 ImVec4 Colors[ImGuiCol_COUNT]; 678 679 IMGUI_API ImGuiStyle(); 680 }; 681 682 // This is where your app communicate with ImGui. Access via ImGui::GetIO(). 683 // Read 'Programmer guide' section in .cpp file for general usage. 684 struct ImGuiIO 685 { 686 //------------------------------------------------------------------ 687 // Settings (fill once) // Default value: 688 //------------------------------------------------------------------ 689 690 ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions. 691 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. 692 float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds. 693 const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving. 694 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). 695 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. 696 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. 697 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging 698 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array 699 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active) 700 float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds. 701 void* UserData; // = NULL // Store your own data for retrieval by callbacks. 702 703 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array. 704 float FontGlobalScale; // = 1.0f // Global scale all fonts 705 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. 706 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. 707 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area. 708 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize 709 710 // Advanced/subtle behaviors 711 bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl 712 bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl 713 bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text 714 bool MultiSelectUsesSuperKey; // = defined(__APPLE__) // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl [unused yet] 715 716 //------------------------------------------------------------------ 717 // User Functions 718 //------------------------------------------------------------------ 719 720 // Rendering function, will be called in Render(). 721 // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer. 722 // See example applications if you are unsure of how to implement this. 723 void (*RenderDrawListsFn)(ImDrawData* data); 724 725 // Optional: access OS clipboard 726 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) 727 const char* (*GetClipboardTextFn)(); 728 void (*SetClipboardTextFn)(const char* text); 729 730 // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer. 731 // (default to posix malloc/free) 732 void* (*MemAllocFn)(size_t sz); 733 void (*MemFreeFn)(void* ptr); 734 735 // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows) 736 // (default to use native imm32 api on Windows) 737 void (*ImeSetInputScreenPosFn)(int x, int y); 738 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. 739 740 //------------------------------------------------------------------ 741 // Input - Fill before calling NewFrame() 742 //------------------------------------------------------------------ 743 744 ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) 745 bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. 746 float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. 747 bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). 748 bool KeyCtrl; // Keyboard modifier pressed: Control 749 bool KeyShift; // Keyboard modifier pressed: Shift 750 bool KeyAlt; // Keyboard modifier pressed: Alt 751 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows 752 bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data) 753 ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. 754 755 // Functions 756 IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[] 757 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string ClearInputCharactersImGuiIO758 IMGUI_API void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer 759 760 //------------------------------------------------------------------ 761 // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application 762 //------------------------------------------------------------------ 763 764 bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input) 765 bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input) 766 bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. 767 float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames 768 int MetricsAllocs; // Number of active memory allocations 769 int MetricsRenderVertices; // Vertices output during last call to Render() 770 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 771 int MetricsActiveWindows; // Number of visible windows (exclude child windows) 772 773 //------------------------------------------------------------------ 774 // [Internal] ImGui will maintain those fields for you 775 //------------------------------------------------------------------ 776 777 ImVec2 MousePosPrev; // Previous mouse position 778 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling. 779 bool MouseClicked[5]; // Mouse button went from !Down to Down 780 ImVec2 MouseClickedPos[5]; // Position at time of clicking 781 float MouseClickedTime[5]; // Time of last click (used to figure out double-click) 782 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? 783 bool MouseReleased[5]; // Mouse button went from Down to !Down 784 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds. 785 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) 786 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down 787 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point 788 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) 789 float KeysDownDurationPrev[512]; // Previous duration the key has been down 790 791 IMGUI_API ImGuiIO(); 792 }; 793 794 //----------------------------------------------------------------------------- 795 // Helpers 796 //----------------------------------------------------------------------------- 797 798 // Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). 799 // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code! 800 template<typename T> 801 class ImVector 802 { 803 public: 804 int Size; 805 int Capacity; 806 T* Data; 807 808 typedef T value_type; 809 typedef value_type* iterator; 810 typedef const value_type* const_iterator; 811 ImVector()812 ImVector() { Size = Capacity = 0; Data = NULL; } ~ImVector()813 ~ImVector() { if (Data) ImGui::MemFree(Data); } 814 empty()815 inline bool empty() const { return Size == 0; } size()816 inline int size() const { return Size; } capacity()817 inline int capacity() const { return Capacity; } 818 819 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } 820 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } 821 clear()822 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } begin()823 inline iterator begin() { return Data; } begin()824 inline const_iterator begin() const { return Data; } end()825 inline iterator end() { return Data + Size; } end()826 inline const_iterator end() const { return Data + Size; } front()827 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; } front()828 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; } back()829 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; } back()830 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; } swap(ImVector<T> & rhs)831 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; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } 832 _grow_capacity(int new_size)833 inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; } 834 resize(int new_size)835 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } reserve(int new_capacity)836 inline void reserve(int new_capacity) 837 { 838 if (new_capacity <= Capacity) return; 839 T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type)); 840 memcpy(new_data, Data, (size_t)Size * sizeof(value_type)); 841 ImGui::MemFree(Data); 842 Data = new_data; 843 Capacity = new_capacity; 844 } 845 push_back(const value_type & v)846 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; } pop_back()847 inline void pop_back() { IM_ASSERT(Size > 0); Size--; } 848 erase(const_iterator it)849 inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; } insert(const_iterator it,const value_type & v)850 inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; } 851 }; 852 853 // Helper: execute a block of code at maximum once a frame 854 // Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. 855 // Usage: 856 // IMGUI_ONCE_UPON_A_FRAME 857 // { 858 // // code block will be executed one per frame 859 // } 860 // Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. 861 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__) 862 struct ImGuiOnceUponAFrame 863 { ImGuiOnceUponAFrameImGuiOnceUponAFrame864 ImGuiOnceUponAFrame() { RefFrame = -1; } 865 mutable int RefFrame; 866 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } 867 }; 868 869 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 870 struct ImGuiTextFilter 871 { 872 struct TextRange 873 { 874 const char* b; 875 const char* e; 876 TextRangeImGuiTextFilter::TextRange877 TextRange() { b = e = NULL; } TextRangeImGuiTextFilter::TextRange878 TextRange(const char* _b, const char* _e) { b = _b; e = _e; } beginImGuiTextFilter::TextRange879 const char* begin() const { return b; } endImGuiTextFilter::TextRange880 const char* end() const { return e; } emptyImGuiTextFilter::TextRange881 bool empty() const { return b == e; } frontImGuiTextFilter::TextRange882 char front() const { return *b; } is_blankImGuiTextFilter::TextRange883 static bool is_blank(char c) { return c == ' ' || c == '\t'; } trim_blanksImGuiTextFilter::TextRange884 void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; } 885 IMGUI_API void split(char separator, ImVector<TextRange>& out); 886 }; 887 888 char InputBuf[256]; 889 ImVector<TextRange> Filters; 890 int CountGrep; 891 892 ImGuiTextFilter(const char* default_filter = ""); ~ImGuiTextFilterImGuiTextFilter893 ~ImGuiTextFilter() {} ClearImGuiTextFilter894 void Clear() { InputBuf[0] = 0; Build(); } 895 bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build 896 bool PassFilter(const char* text, const char* text_end = NULL) const; IsActiveImGuiTextFilter897 bool IsActive() const { return !Filters.empty(); } 898 IMGUI_API void Build(); 899 }; 900 901 // Helper: Text buffer for logging/accumulating text 902 struct ImGuiTextBuffer 903 { 904 ImVector<char> Buf; 905 ImGuiTextBufferImGuiTextBuffer906 ImGuiTextBuffer() { Buf.push_back(0); } 907 inline char operator[](int i) { return Buf.Data[i]; } beginImGuiTextBuffer908 const char* begin() const { return &Buf.front(); } endImGuiTextBuffer909 const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator sizeImGuiTextBuffer910 int size() const { return Buf.Size - 1; } emptyImGuiTextBuffer911 bool empty() { return Buf.Size <= 1; } clearImGuiTextBuffer912 void clear() { Buf.clear(); Buf.push_back(0); } c_strImGuiTextBuffer913 const char* c_str() const { return Buf.Data; } 914 IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2); 915 IMGUI_API void appendv(const char* fmt, va_list args); 916 }; 917 918 // Helper: Key->value storage 919 // - Store collapse state for a tree (Int 0/1) 920 // - Store color edit options (Int using values in ImGuiColorEditMode enum). 921 // - Custom user storage for temporary values. 922 // Typically you don't have to worry about this since a storage is held within each Window. 923 // Declare your own storage if: 924 // - 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). 925 // - You want to store custom debug data easily without adding or editing structures in your code. 926 struct ImGuiStorage 927 { 928 struct Pair 929 { 930 ImGuiID key; 931 union { int val_i; float val_f; void* val_p; }; PairImGuiStorage::Pair932 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } PairImGuiStorage::Pair933 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } PairImGuiStorage::Pair934 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 935 }; 936 ImVector<Pair> Data; 937 938 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) 939 // - Set***() functions find pair, insertion on demand if missing. 940 // - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair. 941 IMGUI_API void Clear(); 942 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; 943 IMGUI_API void SetInt(ImGuiID key, int val); 944 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; 945 IMGUI_API void SetFloat(ImGuiID key, float val); 946 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL 947 IMGUI_API void SetVoidPtr(ImGuiID key, void* val); 948 949 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 950 // - 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. 951 // - A typical use case where this is convenient: 952 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; 953 // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application. 954 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); 955 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0); 956 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); 957 958 // Use on your own storage if you know only integer are being stored (open/close all tree nodes) 959 IMGUI_API void SetAllInt(int val); 960 }; 961 962 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered. 963 struct ImGuiTextEditCallbackData 964 { 965 ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only 966 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only 967 void* UserData; // What user passed to InputText() // Read-only 968 bool ReadOnly; // Read-only mode // Read-only 969 970 // CharFilter event: 971 ImWchar EventChar; // Character input // Read-write (replace character or set to zero) 972 973 // Completion,History,Always events: 974 // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true. 975 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only 976 char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer) 977 int BufTextLen; // Current text length in bytes // Read-write 978 int BufSize; // Maximum text length in bytes // Read-only 979 bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write 980 int CursorPos; // // Read-write 981 int SelectionStart; // // Read-write (== to SelectionEnd when no selection) 982 int SelectionEnd; // // Read-write 983 984 // NB: Helper functions for text manipulation. Calling those function loses selection. 985 void DeleteChars(int pos, int bytes_count); 986 void InsertChars(int pos, const char* text, const char* text_end = NULL); HasSelectionImGuiTextEditCallbackData987 bool HasSelection() const { return SelectionStart != SelectionEnd; } 988 }; 989 990 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) 991 // Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. 992 // 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. 993 struct ImColor 994 { 995 ImVec4 Value; 996 ImColorImColor997 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } 998 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } ImColorImColor999 ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; } 1000 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } ImColorImColor1001 ImColor(const ImVec4& col) { Value = col; } ImU32ImColor1002 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } ImVec4ImColor1003 inline operator ImVec4() const { return Value; } 1004 1005 inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } 1006 1007 static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } 1008 }; 1009 1010 // Helper: Manually clip large list of items. 1011 // If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU. 1012 // Usage: 1013 // ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing()); 1014 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items 1015 // ImGui::Text("line number %d", i); 1016 // clipper.End(); 1017 // NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX 1018 struct ImGuiListClipper 1019 { 1020 float ItemsHeight; 1021 int ItemsCount, DisplayStart, DisplayEnd; 1022 ImGuiListClipperImGuiListClipper1023 ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; } ImGuiListClipperImGuiListClipper1024 ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); } ~ImGuiListClipperImGuiListClipper1025 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End() 1026 BeginImGuiListClipper1027 void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing() 1028 { 1029 IM_ASSERT(ItemsCount == -1); 1030 ItemsCount = count; 1031 ItemsHeight = height; 1032 ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display 1033 ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor 1034 } EndImGuiListClipper1035 void End() 1036 { 1037 IM_ASSERT(ItemsCount >= 0); 1038 ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor 1039 ItemsCount = -1; 1040 } 1041 }; 1042 1043 //----------------------------------------------------------------------------- 1044 // Draw List 1045 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 1046 //----------------------------------------------------------------------------- 1047 1048 // Helpers macros to generate 32-bits encoded colors 1049 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R))) 1050 #define IM_COL32_WHITE (0xFFFFFFFF) 1051 #define IM_COL32_BLACK (0xFF000000) 1052 #define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black 1053 1054 // Draw callbacks for advanced uses. 1055 // NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) 1056 // Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc. 1057 // The expected behavior from your rendering loop is: 1058 // if (cmd.UserCallback != NULL) 1059 // cmd.UserCallback(parent_list, cmd); 1060 // else 1061 // RenderTriangles() 1062 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); 1063 1064 // Typically, 1 command = 1 gpu draw call (unless command is a callback) 1065 struct ImDrawCmd 1066 { 1067 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. 1068 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2) 1069 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. 1070 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. 1071 void* UserCallbackData; // The draw callback code can access this. 1072 ImDrawCmdImDrawCmd1073 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; } 1074 }; 1075 1076 // Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig) 1077 #ifndef ImDrawIdx 1078 typedef unsigned short ImDrawIdx; 1079 #endif 1080 1081 // Vertex layout 1082 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 1083 struct ImDrawVert 1084 { 1085 ImVec2 pos; 1086 ImVec2 uv; 1087 ImU32 col; 1088 }; 1089 #else 1090 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h 1091 // 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. 1092 // The type has to be described within the macro (you can either declare the struct or use a typedef) 1093 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; 1094 #endif 1095 1096 // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. 1097 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. 1098 struct ImDrawChannel 1099 { 1100 ImVector<ImDrawCmd> CmdBuffer; 1101 ImVector<ImDrawIdx> IdxBuffer; 1102 }; 1103 1104 // Draw command list 1105 // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. 1106 // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future. 1107 // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. 1108 // You can interleave normal ImGui:: calls and adding primitives to the current draw list. 1109 // All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions). 1110 struct ImDrawList 1111 { 1112 // This is what you have to render 1113 ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call. 1114 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those 1115 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. 1116 1117 // [Internal, used while building lists] 1118 const char* _OwnerName; // Pointer to owner window's name (if any) for debugging 1119 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size 1120 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1121 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1122 ImVector<ImVec4> _ClipRectStack; // [Internal] 1123 ImVector<ImTextureID> _TextureIdStack; // [Internal] 1124 ImVector<ImVec2> _Path; // [Internal] current path building 1125 int _ChannelsCurrent; // [Internal] current channel number (0) 1126 int _ChannelsCount; // [Internal] number of active channels (1+) 1127 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) 1128 ImDrawListImDrawList1129 ImDrawList() { _OwnerName = NULL; Clear(); } ~ImDrawListImDrawList1130 ~ImDrawList() { ClearFreeMemory(); } 1131 IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) 1132 IMGUI_API void PushClipRectFullScreen(); 1133 IMGUI_API void PopClipRect(); 1134 IMGUI_API void PushTextureID(const ImTextureID& texture_id); 1135 IMGUI_API void PopTextureID(); 1136 1137 // Primitives 1138 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); 1139 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right 1140 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right 1141 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); 1142 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); 1143 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); 1144 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); 1145 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); 1146 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); 1147 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); 1148 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); 1149 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); 1150 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); 1151 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); 1152 1153 // Stateful path API, add points then finish with PathFill() or PathStroke() PathClearImDrawList1154 inline void PathClear() { _Path.resize(0); } PathLineToImDrawList1155 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } PathLineToMergeDuplicateImDrawList1156 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } PathFillImDrawList1157 inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); } 1158 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); } 1159 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); 1160 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle 1161 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); 1162 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F); 1163 1164 // Channels 1165 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) 1166 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) 1167 IMGUI_API void ChannelsSplit(int channels_count); 1168 IMGUI_API void ChannelsMerge(); 1169 IMGUI_API void ChannelsSetCurrent(int channel_index); 1170 1171 // Advanced 1172 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. 1173 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 1174 1175 // Internal helpers 1176 // NB: all primitives needs to be reserved via PrimReserve() beforehand! 1177 IMGUI_API void Clear(); 1178 IMGUI_API void ClearFreeMemory(); 1179 IMGUI_API void PrimReserve(int idx_count, int vtx_count); 1180 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) 1181 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); 1182 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); PrimVtxImDrawList1183 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } PrimWriteVtxImDrawList1184 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } PrimWriteIdxImDrawList1185 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } 1186 IMGUI_API void UpdateClipRect(); 1187 IMGUI_API void UpdateTextureID(); 1188 }; 1189 1190 // All draw data to render an ImGui frame 1191 struct ImDrawData 1192 { 1193 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. 1194 ImDrawList** CmdLists; 1195 int CmdListsCount; 1196 int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size 1197 int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size 1198 1199 // Functions ImDrawDataImDrawData1200 ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } 1201 IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! 1202 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. 1203 }; 1204 1205 struct ImFontConfig 1206 { 1207 void* FontData; // // TTF data 1208 int FontDataSize; // // TTF data size 1209 bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true 1210 int FontNo; // 0 // Index of font within TTF file 1211 float SizePixels; // // Size in pixels for rasterizer 1212 int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. 1213 bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1) 1214 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs 1215 const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list) 1216 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). 1217 bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline 1218 1219 // [Internal] 1220 char Name[32]; // Name (strictly for debugging) 1221 ImFont* DstFont; 1222 1223 IMGUI_API ImFontConfig(); 1224 }; 1225 1226 // Load and rasterize multiple TTF fonts into a same texture. 1227 // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering. 1228 // We also add custom graphic data into the texture that serves for ImGui. 1229 // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you. 1230 // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. 1231 // 3. Upload the pixels data into a texture within your graphics system. 1232 // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture. 1233 // 5. Call ClearTexData() to free textures memory on the heap. 1234 struct ImFontAtlas 1235 { 1236 IMGUI_API ImFontAtlas(); 1237 IMGUI_API ~ImFontAtlas(); 1238 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); 1239 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); 1240 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); 1241 IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build() 1242 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp 1243 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter 1244 IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory. 1245 IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges) 1246 IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates) 1247 IMGUI_API void Clear(); // Clear all 1248 1249 // Retrieve texture data 1250 // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID() 1251 // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images) 1252 // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted. 1253 // Pitch = Width * BytesPerPixels 1254 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel 1255 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel SetTexIDImFontAtlas1256 void SetTexID(void* id) { TexID = id; } 1257 1258 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) 1259 // (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->) 1260 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 1261 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters 1262 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs 1263 IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs 1264 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters 1265 1266 // Members 1267 // (Access texture data via GetTexData*() calls which will setup a default font for you.) 1268 void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering. 1269 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight 1270 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 1271 int TexWidth; // Texture width calculated during Build(). 1272 int TexHeight; // Texture height calculated during Build(). 1273 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. 1274 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel 1275 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. 1276 1277 // Private 1278 ImVector<ImFontConfig> ConfigData; // Internal data 1279 IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions. 1280 IMGUI_API void RenderCustomTexData(int pass, void* rects); 1281 }; 1282 1283 // Font runtime data and rendering 1284 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). 1285 struct ImFont 1286 { 1287 // Members: Settings 1288 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading) 1289 float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() 1290 ImVec2 DisplayOffset; // = (0.0f,1.0f) // Offset font rendering by xx pixels 1291 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() 1292 ImFontConfig* ConfigData; // // Pointer within ImFontAtlas->ConfigData 1293 int ConfigDataCount; // 1294 1295 // Members: Runtime data 1296 struct Glyph 1297 { 1298 ImWchar Codepoint; 1299 float XAdvance; 1300 float X0, Y0, X1, Y1; 1301 float U0, V0, U1, V1; // Texture coordinates 1302 }; 1303 float Ascent, Descent; // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] 1304 ImFontAtlas* ContainerAtlas; // What we has been loaded into 1305 ImVector<Glyph> Glyphs; 1306 const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar) 1307 float FallbackXAdvance; // 1308 ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (more cache-friendly that reading from Glyphs, for CalcTextSize functions which are often bottleneck in large UI) 1309 ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point. 1310 1311 // Methods 1312 IMGUI_API ImFont(); 1313 IMGUI_API ~ImFont(); 1314 IMGUI_API void Clear(); 1315 IMGUI_API void BuildLookupTable(); 1316 IMGUI_API const Glyph* FindGlyph(unsigned short c) const; 1317 IMGUI_API void SetFallbackChar(ImWchar c); GetCharAdvanceImFont1318 float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; } IsLoadedImFont1319 bool IsLoaded() const { return ContainerAtlas != NULL; } 1320 1321 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 1322 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. 1323 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 1324 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; 1325 IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; 1326 }; 1327 1328 //---- Include imgui_user.h at the end of imgui.h 1329 //---- So you can include code that extends ImGui using any of the types declared above. 1330 //---- (also convenient for user to only explicitly include vanilla imgui.h) 1331 #ifdef IMGUI_INCLUDE_IMGUI_USER_H 1332 #include "imgui_user.h" 1333 #endif 1334