1 // dear imgui, v1.74 WIP
2 // (headers)
3
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8
9 /*
10
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // Memory allocations macros
17 // ImVector<>
18 // ImGuiStyle
19 // ImGuiIO
20 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
21 // Obsolete functions
22 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
23 // Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
24 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
25
26 */
27
28 #pragma once
29
30 // Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
31 #ifdef IMGUI_USER_CONFIG
32 #include IMGUI_USER_CONFIG
33 #endif
34 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
35 #include "imconfig.h"
36 #endif
37
38 //-----------------------------------------------------------------------------
39 // Header mess
40 //-----------------------------------------------------------------------------
41
42 // Includes
43 #include <float.h> // FLT_MIN, FLT_MAX
44 #include <stdarg.h> // va_list, va_start, va_end
45 #include <stddef.h> // ptrdiff_t, NULL
46 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
47
48 // Version
49 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
50 #define IMGUI_VERSION "1.74 WIP"
51 #define IMGUI_VERSION_NUM 17301
52 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
53
54 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
55 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
56 // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
57 #ifndef IMGUI_API
58 #define IMGUI_API
59 #endif
60 #ifndef IMGUI_IMPL_API
61 #define IMGUI_IMPL_API IMGUI_API
62 #endif
63
64 // Helper Macros
65 #ifndef IM_ASSERT
66 #include <assert.h>
67 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
68 #endif
69 #if 0 // defined(__clang__) || defined(__GNUC__)
70 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
71 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
72 #else
73 #define IM_FMTARGS(FMT)
74 #define IM_FMTLIST(FMT)
75 #endif
76 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
77 #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
78 #if (__cplusplus >= 201100)
79 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
80 #else
81 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
82 #endif
83
84 // Warnings
85 #if defined(__clang__)
86 #pragma clang diagnostic push
87 #pragma clang diagnostic ignored "-Wold-style-cast"
88 #if __has_warning("-Wzero-as-null-pointer-constant")
89 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
90 #endif
91 #elif defined(__GNUC__)
92 #pragma GCC diagnostic push
93 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
94 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
95 #endif
96
97 //-----------------------------------------------------------------------------
98 // Forward declarations and basic types
99 //-----------------------------------------------------------------------------
100
101 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
102 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
103 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
104 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
105 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
106 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
107 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
108 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
109 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
110 struct ImFontConfig; // Configuration data when adding a font or merging fonts
111 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
112 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
113 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
114 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
115 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
116 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
117 struct ImGuiListClipper; // Helper to manually clip large list of items
118 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
119 struct ImGuiPayload; // User data payload for drag and drop operations
120 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
121 struct ImGuiStorage; // Helper for key->value storage
122 struct ImGuiStyle; // Runtime data for styling/colors
123 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
124 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
125
126 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
127 // Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
128 #ifndef ImTextureID
129 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)
130 #endif
131 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
132 typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
133 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
134 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
135 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
136 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
137 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
138 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
139 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
140 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
141 typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
142 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
143 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
144 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
145 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
146 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
147 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
148 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
149 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
150 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
151 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
152 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
153 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
154 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
155 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
156 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
157 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
158 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
159
160 // Scalar data types
161 typedef signed char ImS8; // 8-bit signed integer
162 typedef unsigned char ImU8; // 8-bit unsigned integer
163 typedef signed short ImS16; // 16-bit signed integer
164 typedef unsigned short ImU16; // 16-bit unsigned integer
165 typedef signed int ImS32; // 32-bit signed integer == int
166 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
167 #if defined(_MSC_VER) && !defined(__clang__)
168 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
169 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
170 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
171 #include <stdint.h>
172 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
173 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
174 #else
175 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
176 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
177 #endif
178
179 // 2D vector (often used to store positions, sizes, etc.)
180 struct ImVec2
181 {
182 float x, y;
ImVec2ImVec2183 ImVec2() { x = y = 0.0f; }
ImVec2ImVec2184 ImVec2(float _x, float _y) { x = _x; y = _y; }
185 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
186 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
187 #ifdef IM_VEC2_CLASS_EXTRA
188 IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
189 #endif
190 };
191
192 // 4D vector (often used to store floating-point colors)
193 struct ImVec4
194 {
195 float x, y, z, w;
ImVec4ImVec4196 ImVec4() { x = y = z = w = 0.0f; }
ImVec4ImVec4197 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
198 #ifdef IM_VEC4_CLASS_EXTRA
199 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
200 #endif
201 };
202
203 //-----------------------------------------------------------------------------
204 // ImGui: Dear ImGui end-user API
205 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
206 //-----------------------------------------------------------------------------
207
208 namespace ImGui
209 {
210 // Context creation and access
211 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
212 // None of those functions is reliant on the current context.
213 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
214 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
215 IMGUI_API ImGuiContext* GetCurrentContext();
216 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
217 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx);
218
219 // Main
220 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
221 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
222 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
223 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
224 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
225 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
226
227 // Demo, Debug, Information
228 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
229 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
230 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
231 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
232 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
233 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
234 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
235 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
236
237 // Styles
238 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
239 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
240 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
241
242 // Windows
243 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
244 // - You may append multiple times to the same window during the same frame.
245 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
246 // which clicking will set the boolean to false when clicked.
247 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
248 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
249 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
250 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
251 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
252 // - Note that the bottom of window stack always contains a window called "Debug".
253 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
254 IMGUI_API void End();
255
256 // Child Windows
257 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
258 // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
259 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
260 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
261 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
262 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
263 IMGUI_API void EndChild();
264
265 // Windows Utilities
266 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
267 IMGUI_API bool IsWindowAppearing();
268 IMGUI_API bool IsWindowCollapsed();
269 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
270 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
271 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
272 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
273 IMGUI_API ImVec2 GetWindowSize(); // get current window size
274 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
275 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
276
277 // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
278 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
279 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
280 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
281 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
282 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
283 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
284 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
285 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
286 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
287 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
288 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
289 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
290 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
291 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
292 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
293 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
294
295 // Content region
296 // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
297 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
298 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
299 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
300 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
301 IMGUI_API float GetWindowContentRegionWidth(); //
302
303 // Windows Scrolling
304 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
305 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
306 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
307 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
308 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
309 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
310 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
311 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
312 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
313 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
314
315 // Parameters stacks (shared)
316 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
317 IMGUI_API void PopFont();
318 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
319 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
320 IMGUI_API void PopStyleColor(int count = 1);
321 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
322 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
323 IMGUI_API void PopStyleVar(int count = 1);
324 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
325 IMGUI_API ImFont* GetFont(); // get current font
326 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
327 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
328 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
329 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
330 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
331
332 // Parameters stacks (current window)
333 IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
334 IMGUI_API void PopItemWidth();
335 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
336 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
337 IMGUI_API void PushTextWrapPos(float wrap_local_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
338 IMGUI_API void PopTextWrapPos();
339 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
340 IMGUI_API void PopAllowKeyboardFocus();
341 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
342 IMGUI_API void PopButtonRepeat();
343
344 // Cursor / Layout
345 // - By "cursor" we mean the current output position.
346 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
347 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
348 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
349 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
350 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
351 IMGUI_API void Spacing(); // add vertical spacing.
352 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
353 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
354 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
355 IMGUI_API void BeginGroup(); // lock horizontal starting position
356 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
357 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
358 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
359 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
360 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
361 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
362 IMGUI_API void SetCursorPosY(float local_y); //
363 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
364 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
365 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
366 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
367 IMGUI_API float GetTextLineHeight(); // ~ FontSize
368 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
369 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
370 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
371
372 // ID stack/scopes
373 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
374 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
375 // - The resulting ID are hashes of the entire stack.
376 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
377 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
378 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
379 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
380 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
381 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
382 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
383 IMGUI_API void PopID(); // pop from the ID stack.
384 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
385 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
386 IMGUI_API ImGuiID GetID(const void* ptr_id);
387
388 // Widgets: Text
389 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
390 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
391 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
392 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
393 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
394 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
395 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
396 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
397 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
398 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
399 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
400 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
401 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
402
403 // Widgets: Main
404 // - Most widgets return true when the value has been changed or when pressed/selected
405 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
406 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
407 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
408 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
409 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
410 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));
411 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
412 IMGUI_API bool Checkbox(const char* label, bool* v);
413 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
414 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
415 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
416 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
417 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
418
419 // Widgets: Combo Box
420 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
421 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
422 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
423 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
424 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
425 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
426 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
427
428 // Widgets: Drags
429 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
430 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
431 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
432 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
433 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
434 // - Use v_min > v_max to lock edits.
435 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
436 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
437 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
438 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
439 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
440 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
441 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
442 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
443 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
444 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
445 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
446 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
447
448 // Widgets: Sliders
449 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
450 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
451 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
452 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
453 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
454 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
455 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg");
456 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
457 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
458 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
459 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
460 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
461 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
462 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
463 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
464 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
465
466 // Widgets: Input with Keyboard
467 // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
468 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
469 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
470 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
471 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
472 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
473 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
474 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
475 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
476 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
477 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
478 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
479 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
480 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
481 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
482 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
483
484 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
485 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
486 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
487 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
488 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
489 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
490 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
491 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
492 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
493
494 // Widgets: Trees
495 // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
496 IMGUI_API bool TreeNode(const char* label);
497 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
498 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
499 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
500 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
501 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
502 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
503 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
504 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
505 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
506 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
507 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
508 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
509 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
510 IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
511 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
512 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
513
514 // Widgets: Selectables
515 // - A selectable highlights when hovered, and can display another color when selected.
516 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
517 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
518 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
519
520 // Widgets: List Boxes
521 // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
522 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
523 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);
524 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
525 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
526 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
527
528 // Widgets: Data Plotting
529 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));
530 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));
531 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));
532 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));
533
534 // Widgets: Value() Helpers.
535 // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
536 IMGUI_API void Value(const char* prefix, bool b);
537 IMGUI_API void Value(const char* prefix, int v);
538 IMGUI_API void Value(const char* prefix, unsigned int v);
539 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
540
541 // Widgets: Menus
542 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
543 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
544 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
545 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
546 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
547 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
548 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
549 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
550 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
551 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
552
553 // Tooltips
554 // - Tooltip are windows following the mouse which do not take focus away.
555 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
556 IMGUI_API void EndTooltip();
557 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
558 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
559
560 // Popups, Modals
561 // The properties of popups windows are:
562 // - They block normal mouse hovering detection outside them. (*)
563 // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
564 // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
565 // User can manipulate the visibility state by calling OpenPopup().
566 // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
567 // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
568 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
569 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
570 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
571 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
572 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
573 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
574 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
575 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
576 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
577 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
578
579 // Columns
580 // - You can also use SameLine(pos_x) to mimic simplified columns.
581 // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
582 // - By end of the 2019 we will expose a new 'Table' api which will replace columns.
583 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
584 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
585 IMGUI_API int GetColumnIndex(); // get current column index
586 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
587 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
588 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
589 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
590 IMGUI_API int GetColumnsCount();
591
592 // Tab Bars, Tabs
593 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
594 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
595 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
596 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
597 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
598
599 // Logging/Capture
600 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
601 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
602 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
603 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
604 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
605 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
606 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
607
608 // Drag and Drop
609 // [BETA API] API may evolve!
610 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
611 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
612 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
613 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
614 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
615 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
616 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
617
618 // Clipping
619 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
620 IMGUI_API void PopClipRect();
621
622 // Focus, Activation
623 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
624 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
625 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
626
627 // Item/Widgets Utilities
628 // - Most of the functions are referring to the last/previous item we submitted.
629 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
630 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
631 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
632 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
633 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
634 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
635 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
636 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
637 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
638 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
639 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
640 IMGUI_API bool IsAnyItemActive(); // is any item active?
641 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
642 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
643 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
644 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
645 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.
646
647 // Miscellaneous Utilities
648 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
649 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
650 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
651 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
652 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
653 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
654 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
655 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
656 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
657 IMGUI_API ImGuiStorage* GetStateStorage();
658 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
659 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.
660 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
661 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
662
663 // Color Utilities
664 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
665 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
666 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
667 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
668
669 // Inputs Utilities
670 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
671 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
672 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
673 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
674 IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
675 IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
676 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
677 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
678 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
679 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
680 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
681 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
682 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
683 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
684 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
685 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
686 IMGUI_API void ResetMouseDragDelta(int button = 0); //
687 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
688 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
689 IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
690 IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
691
692 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
693 IMGUI_API const char* GetClipboardText();
694 IMGUI_API void SetClipboardText(const char* text);
695
696 // Settings/.Ini Utilities
697 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
698 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
699 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
700 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
701 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
702 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
703
704 // Memory Allocators
705 // - All those functions are not reliant on the current context.
706 // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
707 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
708 IMGUI_API void* MemAlloc(size_t size);
709 IMGUI_API void MemFree(void* ptr);
710
711 } // namespace ImGui
712
713 //-----------------------------------------------------------------------------
714 // Flags & Enumerations
715 //-----------------------------------------------------------------------------
716
717 // Flags for ImGui::Begin()
718 enum ImGuiWindowFlags_
719 {
720 ImGuiWindowFlags_None = 0,
721 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
722 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
723 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
724 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
725 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
726 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
727 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
728 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
729 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
730 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
731 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
732 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.
733 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
734 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
735 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
736 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
737 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
738 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
739 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
740 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
741 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
742 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
743 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
744
745 // [Internal]
746 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
747 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
748 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
749 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
750 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
751 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
752
753 // [Obsolete]
754 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
755 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
756 };
757
758 // Flags for ImGui::InputText()
759 enum ImGuiInputTextFlags_
760 {
761 ImGuiInputTextFlags_None = 0,
762 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
763 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
764 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
765 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
766 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
767 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
768 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
769 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
770 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
771 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
772 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
773 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
774 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
775 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
776 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
777 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
778 ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
779 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
780 ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
781 // [Internal]
782 ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
783 ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
784 };
785
786 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
787 enum ImGuiTreeNodeFlags_
788 {
789 ImGuiTreeNodeFlags_None = 0,
790 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
791 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
792 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
793 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
794 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
795 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
796 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
797 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
798 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
799 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
800 ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
801 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
802 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
803 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
804 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
805 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
806
807 // Obsolete names (will be removed)
808 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
809 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53]
810 #endif
811 };
812
813 // Flags for ImGui::Selectable()
814 enum ImGuiSelectableFlags_
815 {
816 ImGuiSelectableFlags_None = 0,
817 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
818 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
819 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
820 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
821 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
822 };
823
824 // Flags for ImGui::BeginCombo()
825 enum ImGuiComboFlags_
826 {
827 ImGuiComboFlags_None = 0,
828 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
829 ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
830 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
831 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
832 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
833 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
834 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
835 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
836 };
837
838 // Flags for ImGui::BeginTabBar()
839 enum ImGuiTabBarFlags_
840 {
841 ImGuiTabBarFlags_None = 0,
842 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
843 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
844 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
845 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
846 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
847 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
848 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
849 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
850 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
851 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
852 };
853
854 // Flags for ImGui::BeginTabItem()
855 enum ImGuiTabItemFlags_
856 {
857 ImGuiTabItemFlags_None = 0,
858 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
859 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
860 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
861 ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
862 };
863
864 // Flags for ImGui::IsWindowFocused()
865 enum ImGuiFocusedFlags_
866 {
867 ImGuiFocusedFlags_None = 0,
868 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
869 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
870 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
871 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
872 };
873
874 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
875 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
876 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
877 enum ImGuiHoveredFlags_
878 {
879 ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
880 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
881 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
882 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
883 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
884 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
885 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
886 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
887 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
888 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
889 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
890 };
891
892 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
893 enum ImGuiDragDropFlags_
894 {
895 ImGuiDragDropFlags_None = 0,
896 // BeginDragDropSource() flags
897 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
898 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
899 ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
900 ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
901 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
902 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
903 // AcceptDragDropPayload() flags
904 ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
905 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
906 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
907 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
908 };
909
910 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
911 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
912 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
913
914 // A primary data type
915 enum ImGuiDataType_
916 {
917 ImGuiDataType_S8, // signed char / char (with sensible compilers)
918 ImGuiDataType_U8, // unsigned char
919 ImGuiDataType_S16, // short
920 ImGuiDataType_U16, // unsigned short
921 ImGuiDataType_S32, // int
922 ImGuiDataType_U32, // unsigned int
923 ImGuiDataType_S64, // long long / __int64
924 ImGuiDataType_U64, // unsigned long long / unsigned __int64
925 ImGuiDataType_Float, // float
926 ImGuiDataType_Double, // double
927 ImGuiDataType_COUNT
928 };
929
930 // A cardinal direction
931 enum ImGuiDir_
932 {
933 ImGuiDir_None = -1,
934 ImGuiDir_Left = 0,
935 ImGuiDir_Right = 1,
936 ImGuiDir_Up = 2,
937 ImGuiDir_Down = 3,
938 ImGuiDir_COUNT
939 };
940
941 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
942 enum ImGuiKey_
943 {
944 ImGuiKey_Tab,
945 ImGuiKey_LeftArrow,
946 ImGuiKey_RightArrow,
947 ImGuiKey_UpArrow,
948 ImGuiKey_DownArrow,
949 ImGuiKey_PageUp,
950 ImGuiKey_PageDown,
951 ImGuiKey_Home,
952 ImGuiKey_End,
953 ImGuiKey_Insert,
954 ImGuiKey_Delete,
955 ImGuiKey_Backspace,
956 ImGuiKey_Space,
957 ImGuiKey_Enter,
958 ImGuiKey_Escape,
959 ImGuiKey_KeyPadEnter,
960 ImGuiKey_A, // for text edit CTRL+A: select all
961 ImGuiKey_C, // for text edit CTRL+C: copy
962 ImGuiKey_V, // for text edit CTRL+V: paste
963 ImGuiKey_X, // for text edit CTRL+X: cut
964 ImGuiKey_Y, // for text edit CTRL+Y: redo
965 ImGuiKey_Z, // for text edit CTRL+Z: undo
966 ImGuiKey_COUNT
967 };
968
969 // Gamepad/Keyboard directional navigation
970 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
971 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
972 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
973 enum ImGuiNavInput_
974 {
975 // Gamepad Mapping
976 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
977 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
978 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
979 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
980 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
981 ImGuiNavInput_DpadRight, //
982 ImGuiNavInput_DpadUp, //
983 ImGuiNavInput_DpadDown, //
984 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
985 ImGuiNavInput_LStickRight, //
986 ImGuiNavInput_LStickUp, //
987 ImGuiNavInput_LStickDown, //
988 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
989 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
990 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
991 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
992
993 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
994 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
995 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
996 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
997 ImGuiNavInput_KeyRight_, // move right
998 ImGuiNavInput_KeyUp_, // move up
999 ImGuiNavInput_KeyDown_, // move down
1000 ImGuiNavInput_COUNT,
1001 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
1002 };
1003
1004 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1005 enum ImGuiConfigFlags_
1006 {
1007 ImGuiConfigFlags_None = 0,
1008 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1009 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
1010 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
1011 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1012 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
1013 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1014
1015 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1016 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1017 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1018 };
1019
1020 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
1021 enum ImGuiBackendFlags_
1022 {
1023 ImGuiBackendFlags_None = 0,
1024 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
1025 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1026 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1027 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
1028 };
1029
1030 // Enumeration for PushStyleColor() / PopStyleColor()
1031 enum ImGuiCol_
1032 {
1033 ImGuiCol_Text,
1034 ImGuiCol_TextDisabled,
1035 ImGuiCol_WindowBg, // Background of normal windows
1036 ImGuiCol_ChildBg, // Background of child windows
1037 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1038 ImGuiCol_Border,
1039 ImGuiCol_BorderShadow,
1040 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1041 ImGuiCol_FrameBgHovered,
1042 ImGuiCol_FrameBgActive,
1043 ImGuiCol_TitleBg,
1044 ImGuiCol_TitleBgActive,
1045 ImGuiCol_TitleBgCollapsed,
1046 ImGuiCol_MenuBarBg,
1047 ImGuiCol_ScrollbarBg,
1048 ImGuiCol_ScrollbarGrab,
1049 ImGuiCol_ScrollbarGrabHovered,
1050 ImGuiCol_ScrollbarGrabActive,
1051 ImGuiCol_CheckMark,
1052 ImGuiCol_SliderGrab,
1053 ImGuiCol_SliderGrabActive,
1054 ImGuiCol_Button,
1055 ImGuiCol_ButtonHovered,
1056 ImGuiCol_ButtonActive,
1057 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1058 ImGuiCol_HeaderHovered,
1059 ImGuiCol_HeaderActive,
1060 ImGuiCol_Separator,
1061 ImGuiCol_SeparatorHovered,
1062 ImGuiCol_SeparatorActive,
1063 ImGuiCol_ResizeGrip,
1064 ImGuiCol_ResizeGripHovered,
1065 ImGuiCol_ResizeGripActive,
1066 ImGuiCol_Tab,
1067 ImGuiCol_TabHovered,
1068 ImGuiCol_TabActive,
1069 ImGuiCol_TabUnfocused,
1070 ImGuiCol_TabUnfocusedActive,
1071 ImGuiCol_PlotLines,
1072 ImGuiCol_PlotLinesHovered,
1073 ImGuiCol_PlotHistogram,
1074 ImGuiCol_PlotHistogramHovered,
1075 ImGuiCol_TextSelectedBg,
1076 ImGuiCol_DragDropTarget,
1077 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1078 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1079 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1080 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1081 ImGuiCol_COUNT
1082
1083 // Obsolete names (will be removed)
1084 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1085 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
1086 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1087 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1088 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1089 #endif
1090 };
1091
1092 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1093 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1094 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1095 enum ImGuiStyleVar_
1096 {
1097 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1098 ImGuiStyleVar_Alpha, // float Alpha
1099 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1100 ImGuiStyleVar_WindowRounding, // float WindowRounding
1101 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1102 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1103 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1104 ImGuiStyleVar_ChildRounding, // float ChildRounding
1105 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1106 ImGuiStyleVar_PopupRounding, // float PopupRounding
1107 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1108 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1109 ImGuiStyleVar_FrameRounding, // float FrameRounding
1110 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1111 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1112 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1113 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1114 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1115 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1116 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1117 ImGuiStyleVar_GrabRounding, // float GrabRounding
1118 ImGuiStyleVar_TabRounding, // float TabRounding
1119 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1120 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1121 ImGuiStyleVar_COUNT
1122
1123 // Obsolete names (will be removed)
1124 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1125 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
1126 , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53]
1127 #endif
1128 };
1129
1130 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1131 enum ImGuiColorEditFlags_
1132 {
1133 ImGuiColorEditFlags_None = 0,
1134 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1135 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1136 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1137 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1138 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1139 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1140 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1141 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1142 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1143
1144 // User Options (right-click on widget to change some of them).
1145 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1146 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1147 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1148 ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1149 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1150 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1151 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1152 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1153 ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1154 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1155 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1156 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1157 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1158
1159 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1160 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1161 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
1162
1163 // [Internal] Masks
1164 ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
1165 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1166 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1167 ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
1168
1169 // Obsolete names (will be removed)
1170 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1171 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1172 #endif
1173 };
1174
1175 // Enumeration for GetMouseCursor()
1176 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1177 enum ImGuiMouseCursor_
1178 {
1179 ImGuiMouseCursor_None = -1,
1180 ImGuiMouseCursor_Arrow = 0,
1181 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1182 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1183 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1184 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1185 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1186 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1187 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1188 ImGuiMouseCursor_COUNT
1189
1190 // Obsolete names (will be removed)
1191 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1192 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
1193 #endif
1194 };
1195
1196 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1197 // Represent a condition.
1198 // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1199 enum ImGuiCond_
1200 {
1201 ImGuiCond_Always = 1 << 0, // Set the variable
1202 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1203 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1204 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1205 };
1206
1207 //-----------------------------------------------------------------------------
1208 // Helpers: Memory allocations macros
1209 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1210 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1211 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1212 //-----------------------------------------------------------------------------
1213
1214 struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1215 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1216 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new()
1217 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1218 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1219 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1220 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1221 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1222
1223 //-----------------------------------------------------------------------------
1224 // Helper: ImVector<>
1225 // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
1226 // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1227 // Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
1228 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1229 // do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
1230 //-----------------------------------------------------------------------------
1231
1232 template<typename T>
1233 struct ImVector
1234 {
1235 int Size;
1236 int Capacity;
1237 T* Data;
1238
1239 // Provide standard typedefs but we don't use them ourselves.
1240 typedef T value_type;
1241 typedef value_type* iterator;
1242 typedef const value_type* const_iterator;
1243
1244 // Constructors, destructor
ImVectorImVector1245 inline ImVector() { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1246 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1247 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1248 inline ~ImVector() { if (Data) IM_FREE(Data); }
1249
emptyImVector1250 inline bool empty() const { return Size == 0; }
sizeImVector1251 inline int size() const { return Size; }
size_in_bytesImVector1252 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
capacityImVector1253 inline int capacity() const { return Capacity; }
1254 inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1255 inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1256
clearImVector1257 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
beginImVector1258 inline T* begin() { return Data; }
beginImVector1259 inline const T* begin() const { return Data; }
endImVector1260 inline T* end() { return Data + Size; }
endImVector1261 inline const T* end() const { return Data + Size; }
frontImVector1262 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1263 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1264 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1265 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1266 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1267
_grow_capacityImVector1268 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1269 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1270 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
reserveImVector1271 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
1272
1273 // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
push_backImVector1274 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1275 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1276 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1277 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
eraseImVector1278 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
erase_unsortedImVector1279 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
insertImVector1280 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
containsImVector1281 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
findImVector1282 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
findImVector1283 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
find_eraseImVector1284 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
find_erase_unsortedImVector1285 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
index_from_ptrImVector1286 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
1287 };
1288
1289 //-----------------------------------------------------------------------------
1290 // ImGuiStyle
1291 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1292 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1293 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1294 //-----------------------------------------------------------------------------
1295
1296 struct ImGuiStyle
1297 {
1298 float Alpha; // Global alpha applies to everything in Dear ImGui.
1299 ImVec2 WindowPadding; // Padding within a window.
1300 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1301 float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1302 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1303 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1304 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1305 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1306 float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1307 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1308 float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1309 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1310 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1311 float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1312 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1313 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1314 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!
1315 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1316 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1317 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1318 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1319 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1320 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1321 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1322 float TabBorderSize; // Thickness of border around tabs.
1323 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1324 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1325 ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1326 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1327 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1328 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1329 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1330 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1331 float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1332 ImVec4 Colors[ImGuiCol_COUNT];
1333
1334 IMGUI_API ImGuiStyle();
1335 IMGUI_API void ScaleAllSizes(float scale_factor);
1336 };
1337
1338 //-----------------------------------------------------------------------------
1339 // ImGuiIO
1340 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1341 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1342 //-----------------------------------------------------------------------------
1343
1344 struct ImGuiIO
1345 {
1346 //------------------------------------------------------------------
1347 // Configuration (fill once) // Default value
1348 //------------------------------------------------------------------
1349
1350 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1351 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1352 ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
1353 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1354 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1355 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1356 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1357 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1358 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1359 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1360 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1361 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1362 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1363 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1364
1365 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1366 float FontGlobalScale; // = 1.0f // Global scale all fonts
1367 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1368 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1369 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1370
1371 // Miscellaneous options
1372 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1373 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1374 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1375 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1376 bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1377 float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
1378
1379 //------------------------------------------------------------------
1380 // Platform Functions
1381 // (the imgui_impl_xxxx back-end files are setting those up for you)
1382 //------------------------------------------------------------------
1383
1384 // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1385 const char* BackendPlatformName; // = NULL
1386 const char* BackendRendererName; // = NULL
1387 void* BackendPlatformUserData; // = NULL
1388 void* BackendRendererUserData; // = NULL
1389 void* BackendLanguageUserData; // = NULL
1390
1391 // Optional: Access OS clipboard
1392 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1393 const char* (*GetClipboardTextFn)(void* user_data);
1394 void (*SetClipboardTextFn)(void* user_data, const char* text);
1395 void* ClipboardUserData;
1396
1397 // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
1398 // (default to use native imm32 api on Windows)
1399 void (*ImeSetInputScreenPosFn)(int x, int y);
1400 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1401
1402 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1403 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1404 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1405 void (*RenderDrawListsFn)(ImDrawData* data);
1406 #else
1407 // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1408 void* RenderDrawListsFnUnused;
1409 #endif
1410
1411 //------------------------------------------------------------------
1412 // Input - Fill before calling NewFrame()
1413 //------------------------------------------------------------------
1414
1415 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1416 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1417 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1418 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1419 bool KeyCtrl; // Keyboard modifier pressed: Control
1420 bool KeyShift; // Keyboard modifier pressed: Shift
1421 bool KeyAlt; // Keyboard modifier pressed: Alt
1422 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1423 bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1424 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1425
1426 // Functions
1427 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1428 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1429 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1430
1431 //------------------------------------------------------------------
1432 // Output - Retrieve after calling NewFrame()
1433 //------------------------------------------------------------------
1434
1435 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1436 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1437 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1438 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1439 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1440 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1441 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1442 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1443 int MetricsRenderVertices; // Vertices output during last call to Render()
1444 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1445 int MetricsRenderWindows; // Number of visible windows
1446 int MetricsActiveWindows; // Number of active windows
1447 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1448 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
1449
1450 //------------------------------------------------------------------
1451 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1452 //------------------------------------------------------------------
1453
1454 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1455 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1456 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1457 bool MouseClicked[5]; // Mouse button went from !Down to Down
1458 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1459 bool MouseReleased[5]; // Mouse button went from Down to !Down
1460 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
1461 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1462 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1463 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1464 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1465 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1466 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1467 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1468 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1469 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1470 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1471
1472 IMGUI_API ImGuiIO();
1473 };
1474
1475 //-----------------------------------------------------------------------------
1476 // Misc data structures
1477 //-----------------------------------------------------------------------------
1478
1479 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1480 // The callback function should return 0 by default.
1481 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1482 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1483 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1484 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1485 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1486 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1487 struct ImGuiInputTextCallbackData
1488 {
1489 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1490 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1491 void* UserData; // What user passed to InputText() // Read-only
1492
1493 // Arguments for the different callback events
1494 // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
1495 // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
1496 ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
1497 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1498 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1499 int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
1500 int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
1501 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1502 int CursorPos; // // Read-write // [Completion,History,Always]
1503 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1504 int SelectionEnd; // // Read-write // [Completion,History,Always]
1505
1506 // Helper functions for text manipulation.
1507 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1508 IMGUI_API ImGuiInputTextCallbackData();
1509 IMGUI_API void DeleteChars(int pos, int bytes_count);
1510 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1511 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1512 };
1513
1514 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1515 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1516 struct ImGuiSizeCallbackData
1517 {
1518 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1519 ImVec2 Pos; // Read-only. Window position, for reference.
1520 ImVec2 CurrentSize; // Read-only. Current window size.
1521 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1522 };
1523
1524 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1525 struct ImGuiPayload
1526 {
1527 // Members
1528 void* Data; // Data (copied and owned by dear imgui)
1529 int DataSize; // Data size
1530
1531 // [Internal]
1532 ImGuiID SourceId; // Source item id
1533 ImGuiID SourceParentId; // Source parent id (if available)
1534 int DataFrameCount; // Data timestamp
1535 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1536 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1537 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1538
ImGuiPayloadImGuiPayload1539 ImGuiPayload() { Clear(); }
ClearImGuiPayload1540 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1541 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1542 bool IsPreview() const { return Preview; }
IsDeliveryImGuiPayload1543 bool IsDelivery() const { return Delivery; }
1544 };
1545
1546 //-----------------------------------------------------------------------------
1547 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1548 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1549 //-----------------------------------------------------------------------------
1550
1551 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1552 namespace ImGui
1553 {
1554 // OBSOLETED in 1.72 (from July 2019)
TreeAdvanceToLabelPos()1555 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
1556 // OBSOLETED in 1.71 (from June 2019)
1557 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
1558 // OBSOLETED in 1.70 (from May 2019)
GetContentRegionAvailWidth()1559 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
1560 // OBSOLETED in 1.69 (from Mar 2019)
GetOverlayDrawList()1561 static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
1562 // OBSOLETED in 1.66 (from Sep 2018)
1563 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1564 // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1565 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1566 // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1567 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1568 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1569 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1570 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1571 // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1572 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1573 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1574 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1575 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1576 static inline void ShowTestWindow() { return ShowDemoWindow(); }
IsRootWindowFocused()1577 static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1578 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1579 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1580 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1581 }
1582 typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
1583 typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1584 #endif
1585
1586 //-----------------------------------------------------------------------------
1587 // Helpers
1588 //-----------------------------------------------------------------------------
1589
1590 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1591 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1592 struct ImGuiOnceUponAFrame
1593 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1594 ImGuiOnceUponAFrame() { RefFrame = -1; }
1595 mutable int RefFrame;
1596 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1597 };
1598
1599 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1600 struct ImGuiTextFilter
1601 {
1602 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1603 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1604 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1605 IMGUI_API void Build();
ClearImGuiTextFilter1606 void Clear() { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1607 bool IsActive() const { return !Filters.empty(); }
1608
1609 // [Internal]
1610 struct ImGuiTextRange
1611 {
1612 const char* b;
1613 const char* e;
1614
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange1615 ImGuiTextRange() { b = e = NULL; }
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange1616 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
emptyImGuiTextFilter::ImGuiTextRange1617 bool empty() const { return b == e; }
1618 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
1619 };
1620 char InputBuf[256];
1621 ImVector<ImGuiTextRange>Filters;
1622 int CountGrep;
1623 };
1624
1625 // Helper: Growable text buffer for logging/accumulating text
1626 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1627 struct ImGuiTextBuffer
1628 {
1629 ImVector<char> Buf;
1630 IMGUI_API static char EmptyString[1];
1631
ImGuiTextBufferImGuiTextBuffer1632 ImGuiTextBuffer() { }
1633 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1634 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1635 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1636 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1637 bool empty() const { return Buf.Size <= 1; }
clearImGuiTextBuffer1638 void clear() { Buf.clear(); }
reserveImGuiTextBuffer1639 void reserve(int capacity) { Buf.reserve(capacity); }
c_strImGuiTextBuffer1640 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1641 IMGUI_API void append(const char* str, const char* str_end = NULL);
1642 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1643 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1644 };
1645
1646 // Helper: Key->Value storage
1647 // Typically you don't have to worry about this since a storage is held within each Window.
1648 // We use it to e.g. store collapse state for a tree (Int 0/1)
1649 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1650 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1651 // - 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).
1652 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1653 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1654 struct ImGuiStorage
1655 {
1656 // [Internal]
1657 struct ImGuiStoragePair
1658 {
1659 ImGuiID key;
1660 union { int val_i; float val_f; void* val_p; };
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1661 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1662 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1663 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1664 };
1665
1666 ImVector<ImGuiStoragePair> Data;
1667
1668 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1669 // - Set***() functions find pair, insertion on demand if missing.
1670 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1671 void Clear() { Data.clear(); }
1672 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1673 IMGUI_API void SetInt(ImGuiID key, int val);
1674 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1675 IMGUI_API void SetBool(ImGuiID key, bool val);
1676 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1677 IMGUI_API void SetFloat(ImGuiID key, float val);
1678 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1679 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1680
1681 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1682 // - 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.
1683 // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
1684 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1685 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1686 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1687 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1688 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1689
1690 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1691 IMGUI_API void SetAllInt(int val);
1692
1693 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1694 IMGUI_API void BuildSortByKey();
1695 };
1696
1697 // Helper: Manually clip large list of items.
1698 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1699 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1700 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1701 // Usage:
1702 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1703 // while (clipper.Step())
1704 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1705 // ImGui::Text("line number %d", i);
1706 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1707 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1708 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1709 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1710 struct ImGuiListClipper
1711 {
1712 float StartPosY;
1713 float ItemsHeight;
1714 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1715
1716 // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1717 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1718 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1719 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1720 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1721
1722 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1723 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1724 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1725 };
1726
1727 // Helpers macros to generate 32-bits encoded colors
1728 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1729 #define IM_COL32_R_SHIFT 16
1730 #define IM_COL32_G_SHIFT 8
1731 #define IM_COL32_B_SHIFT 0
1732 #define IM_COL32_A_SHIFT 24
1733 #define IM_COL32_A_MASK 0xFF000000
1734 #else
1735 #define IM_COL32_R_SHIFT 0
1736 #define IM_COL32_G_SHIFT 8
1737 #define IM_COL32_B_SHIFT 16
1738 #define IM_COL32_A_SHIFT 24
1739 #define IM_COL32_A_MASK 0xFF000000
1740 #endif
1741 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
1742 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1743 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1744 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1745
1746 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1747 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1748 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1749 // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
1750 struct ImColor
1751 {
1752 ImVec4 Value;
1753
ImColorImColor1754 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1755 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; }
ImColorImColor1756 ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1757 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1758 ImColor(const ImVec4& col) { Value = col; }
ImU32ImColor1759 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1760 inline operator ImVec4() const { return Value; }
1761
1762 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1763 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; }
1764 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); }
1765 };
1766
1767 //-----------------------------------------------------------------------------
1768 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
1769 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1770 //-----------------------------------------------------------------------------
1771
1772 // Draw callbacks for advanced uses.
1773 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1774 // you can poke into the draw list for that! Draw callback may be useful for example to:
1775 // A) Change your GPU render state,
1776 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1777 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1778 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
1779 #ifndef ImDrawCallback
1780 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1781 #endif
1782
1783 // Special Draw callback value to request renderer back-end to reset the graphics/render state.
1784 // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
1785 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
1786 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
1787 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
1788
1789 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1790 // Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
1791 // is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
1792 struct ImDrawCmd
1793 {
1794 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[].
1795 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1796 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.
1797 unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
1798 unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
1799 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1800 void* UserCallbackData; // The draw callback code can access this.
1801
ImDrawCmdImDrawCmd1802 ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
1803 };
1804
1805 // Vertex index
1806 // (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
1807 // (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
1808 #ifndef ImDrawIdx
1809 typedef unsigned short ImDrawIdx;
1810 #endif
1811
1812 // Vertex layout
1813 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1814 struct ImDrawVert
1815 {
1816 ImVec2 pos;
1817 ImVec2 uv;
1818 ImU32 col;
1819 };
1820 #else
1821 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1822 // 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.
1823 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
1824 // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
1825 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1826 #endif
1827
1828 // For use by ImDrawListSplitter.
1829 struct ImDrawChannel
1830 {
1831 ImVector<ImDrawCmd> _CmdBuffer;
1832 ImVector<ImDrawIdx> _IdxBuffer;
1833 };
1834
1835 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
1836 // This is used by the Columns api, so items of each column can be batched together in a same draw call.
1837 struct ImDrawListSplitter
1838 {
1839 int _Current; // Current channel number (0)
1840 int _Count; // Number of active channels (1+)
1841 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
1842
ImDrawListSplitterImDrawListSplitter1843 inline ImDrawListSplitter() { Clear(); }
~ImDrawListSplitterImDrawListSplitter1844 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
ClearImDrawListSplitter1845 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
1846 IMGUI_API void ClearFreeMemory();
1847 IMGUI_API void Split(ImDrawList* draw_list, int count);
1848 IMGUI_API void Merge(ImDrawList* draw_list);
1849 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
1850 };
1851
1852 enum ImDrawCornerFlags_
1853 {
1854 ImDrawCornerFlags_None = 0,
1855 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1856 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1857 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1858 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1859 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1860 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1861 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1862 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1863 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1864 };
1865
1866 enum ImDrawListFlags_
1867 {
1868 ImDrawListFlags_None = 0,
1869 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1870 ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
1871 ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
1872 };
1873
1874 // Draw command list
1875 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
1876 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1877 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
1878 // access the current window draw list and draw custom primitives.
1879 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1880 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1881 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
1882 struct ImDrawList
1883 {
1884 // This is what you have to render
1885 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1886 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1887 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1888 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1889
1890 // [Internal, used while building lists]
1891 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1892 const char* _OwnerName; // Pointer to owner window's name for debugging
1893 unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
1894 unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
1895 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1896 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1897 ImVector<ImVec4> _ClipRectStack; // [Internal]
1898 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1899 ImVector<ImVec2> _Path; // [Internal] current path building
1900 ImDrawListSplitter _Splitter; // [Internal] for channels api
1901
1902 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawListImDrawList1903 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1904 ~ImDrawList() { ClearFreeMemory(); }
1905 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1906 IMGUI_API void PushClipRectFullScreen();
1907 IMGUI_API void PopClipRect();
1908 IMGUI_API void PushTextureID(ImTextureID texture_id);
1909 IMGUI_API void PopTextureID();
GetClipRectMinImDrawList1910 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1911 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1912
1913 // Primitives
1914 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
1915 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
1916 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
1917 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
1918 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1919 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
1920 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
1921 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
1922 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
1923 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1924 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
1925 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1926 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);
1927 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
1928 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1929 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1930
1931 // Image primitives
1932 // - Read FAQ to understand what ImTextureID is.
1933 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
1934 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
1935 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
1936 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
1937 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1938
1939 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1940 inline void PathClear() { _Path.Size = 0; }
PathLineToImDrawList1941 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1942 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1943 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
1944 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1945 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
1946 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1947 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1948 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1949
1950 // Advanced
1951 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.
1952 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
1953 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1954
1955 // Advanced: Channels
1956 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1957 // - 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)
ChannelsSplitImDrawList1958 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
ChannelsMergeImDrawList1959 inline void ChannelsMerge() { _Splitter.Merge(this); }
ChannelsSetCurrentImDrawList1960 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
1961
1962 // Internal helpers
1963 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1964 IMGUI_API void Clear();
1965 IMGUI_API void ClearFreeMemory();
1966 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1967 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1968 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1969 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);
PrimWriteVtxImDrawList1970 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1971 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1972 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1973 IMGUI_API void UpdateClipRect();
1974 IMGUI_API void UpdateTextureID();
1975 };
1976
1977 // All draw data to render a Dear ImGui frame
1978 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
1979 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
1980 struct ImDrawData
1981 {
1982 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1983 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1984 int CmdListsCount; // Number of ImDrawList* to render
1985 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1986 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1987 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1988 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1989 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
1990
1991 // Functions
ImDrawDataImDrawData1992 ImDrawData() { Valid = false; Clear(); }
~ImDrawDataImDrawData1993 ~ImDrawData() { Clear(); }
ClearImDrawData1994 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1995 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1996 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1997 };
1998
1999 //-----------------------------------------------------------------------------
2000 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2001 //-----------------------------------------------------------------------------
2002
2003 struct ImFontConfig
2004 {
2005 void* FontData; // // TTF/OTF data
2006 int FontDataSize; // // TTF/OTF data size
2007 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2008 int FontNo; // 0 // Index of font within TTF/OTF file
2009 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2010 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2011 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
2012 bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
2013 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2014 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2015 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
2016 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2017 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2018 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
2019 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
2020 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
2021 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2022
2023 // [Internal]
2024 char Name[40]; // Name (strictly to ease debugging)
2025 ImFont* DstFont;
2026
2027 IMGUI_API ImFontConfig();
2028 };
2029
2030 struct ImFontGlyph
2031 {
2032 ImWchar Codepoint; // 0x0000..0xFFFF
2033 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2034 float X0, Y0, X1, Y1; // Glyph corners
2035 float U0, V0, U1, V1; // Texture coordinates
2036 };
2037
2038 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2039 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2040 struct ImFontGlyphRangesBuilder
2041 {
2042 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2043
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder2044 ImFontGlyphRangesBuilder() { Clear(); }
ClearImFontGlyphRangesBuilder2045 inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
GetBitImFontGlyphRangesBuilder2046 inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
SetBitImFontGlyphRangesBuilder2047 inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
AddCharImFontGlyphRangesBuilder2048 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2049 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2050 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2051 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2052 };
2053
2054 // See ImFontAtlas::AddCustomRectXXX functions.
2055 struct ImFontAtlasCustomRect
2056 {
2057 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2058 unsigned short Width, Height; // Input // Desired rectangle dimension
2059 unsigned short X, Y; // Output // Packed position in Atlas
2060 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2061 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
2062 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
ImFontAtlasCustomRectImFontAtlasCustomRect2063 ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlasCustomRect2064 bool IsPacked() const { return X != 0xFFFF; }
2065 };
2066
2067 enum ImFontAtlasFlags_
2068 {
2069 ImFontAtlasFlags_None = 0,
2070 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2071 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
2072 };
2073
2074 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2075 // - One or more fonts.
2076 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
2077 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2078 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2079 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
2080 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2081 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2082 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2083 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2084 // Common pitfalls:
2085 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2086 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2087 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2088 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2089 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2090 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2091 struct ImFontAtlas
2092 {
2093 IMGUI_API ImFontAtlas();
2094 IMGUI_API ~ImFontAtlas();
2095 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2096 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2097 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2098 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
2099 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
2100 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
2101 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
2102 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2103 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2104 IMGUI_API void Clear(); // Clear all input and output.
2105
2106 // Build atlas, retrieve pixel data.
2107 // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
2108 // The pitch is always = Width * BytesPerPixels (1 or 4)
2109 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2110 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2111 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2112 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2113 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IsBuiltImFontAtlas2114 bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2115 void SetTexID(ImTextureID id) { TexID = id; }
2116
2117 //-------------------------------------------
2118 // Glyph Ranges
2119 //-------------------------------------------
2120
2121 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2122 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2123 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2124 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2125 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2126 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2127 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2128 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2129 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2130 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2131 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2132
2133 //-------------------------------------------
2134 // [BETA] Custom Rectangles/Glyphs API
2135 //-------------------------------------------
2136
2137 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2138 // After calling Build(), you can query the rectangle position and render your pixels.
2139 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2140 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2141 // Read misc/fonts/README.txt for more details about using colorful icons.
2142 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2143 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2144 const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2145
2146 // [Internal]
2147 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2148 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2149
2150 //-------------------------------------------
2151 // Members
2152 //-------------------------------------------
2153
2154 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2155 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2156 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2157 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.
2158 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
2159
2160 // [Internal]
2161 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2162 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2163 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2164 int TexWidth; // Texture width calculated during Build().
2165 int TexHeight; // Texture height calculated during Build().
2166 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2167 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2168 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.
2169 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2170 ImVector<ImFontConfig> ConfigData; // Internal data
2171 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2172
2173 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2174 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2175 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2176 #endif
2177 };
2178
2179 // Font runtime data and rendering
2180 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2181 struct ImFont
2182 {
2183 // Members: Hot ~20/24 bytes (for CalcTextSize)
2184 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2185 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2186 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2187
2188 // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2189 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2190 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2191 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2192 ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
2193
2194 // Members: Cold ~32/40 bytes
2195 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2196 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2197 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2198 ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
2199 ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
2200 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2201 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2202 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2203 bool DirtyLookupTables; // 1 // out //
2204
2205 // Methods
2206 IMGUI_API ImFont();
2207 IMGUI_API ~ImFont();
2208 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2209 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2210 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2211 bool IsLoaded() const { return ContainerAtlas != NULL; }
GetDebugNameImFont2212 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2213
2214 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2215 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2216 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
2217 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2218 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2219 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2220
2221 // [Internal] Don't use!
2222 IMGUI_API void BuildLookupTable();
2223 IMGUI_API void ClearOutputData();
2224 IMGUI_API void GrowIndex(int new_size);
2225 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2226 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2227 IMGUI_API void SetFallbackChar(ImWchar c);
2228 };
2229
2230 #if defined(__clang__)
2231 #pragma clang diagnostic pop
2232 #elif defined(__GNUC__)
2233 #pragma GCC diagnostic pop
2234 #endif
2235
2236 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2237 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2238 #include "imgui_user.h"
2239 #endif
2240