imgui.h (223750B)
1// dear imgui, v1.76 2// (headers) 3 4// Help: 5// - Read FAQ at http://dearimgui.org/faq 6// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. 7// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. 8// Read imgui.cpp for details, links and comments. 9 10// Resources: 11// - FAQ http://dearimgui.org/faq 12// - Homepage & latest https://github.com/ocornut/imgui 13// - Releases & changelog https://github.com/ocornut/imgui/releases 14// - Gallery https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!) 15// - Glossary https://github.com/ocornut/imgui/wiki/Glossary 16// - Wiki https://github.com/ocornut/imgui/wiki 17// - Issues & support https://github.com/ocornut/imgui/issues 18 19/* 20 21Index of this file: 22// Header mess 23// Forward declarations and basic types 24// ImGui API (Dear ImGui end-user API) 25// Flags & Enumerations 26// Memory allocations macros 27// ImVector<> 28// ImGuiStyle 29// ImGuiIO 30// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) 31// Obsolete functions 32// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) 33// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) 34// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) 35 36*/ 37 38#pragma once 39 40// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) 41#ifdef IMGUI_USER_CONFIG 42#include IMGUI_USER_CONFIG 43#endif 44#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) 45#include "imconfig.h" 46#endif 47 48#ifndef IMGUI_DISABLE 49 50//----------------------------------------------------------------------------- 51// Header mess 52//----------------------------------------------------------------------------- 53 54// Includes 55#include <float.h> // FLT_MIN, FLT_MAX 56#include <stdarg.h> // va_list, va_start, va_end 57#include <stddef.h> // ptrdiff_t, NULL 58#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp 59 60// Version 61// (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) 62#define IMGUI_VERSION "1.76" 63#define IMGUI_VERSION_NUM 17600 64#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) 65 66// Define attributes of all API symbols declarations (e.g. for DLL under Windows) 67// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) 68// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) 69#ifndef IMGUI_API 70#define IMGUI_API 71#endif 72#ifndef IMGUI_IMPL_API 73#define IMGUI_IMPL_API IMGUI_API 74#endif 75 76// Helper Macros 77#ifndef IM_ASSERT 78#include <assert.h> 79#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h 80#endif 81#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) 82#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. 83#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) 84#else 85#define IM_FMTARGS(FMT) 86#define IM_FMTLIST(FMT) 87#endif 88#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! 89#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. 90#if (__cplusplus >= 201100) 91#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 92#else 93#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. 94#endif 95 96// Warnings 97#if defined(__clang__) 98#pragma clang diagnostic push 99#pragma clang diagnostic ignored "-Wold-style-cast" 100#if __has_warning("-Wzero-as-null-pointer-constant") 101#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" 102#endif 103#elif defined(__GNUC__) 104#pragma GCC diagnostic push 105#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind 106#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 107#endif 108 109//----------------------------------------------------------------------------- 110// Forward declarations and basic types 111//----------------------------------------------------------------------------- 112 113// Forward declarations 114struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() 115struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) 116struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. 117struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) 118struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) 119struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. 120struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) 121struct ImFont; // Runtime data for a single font within a parent ImFontAtlas 122struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader 123struct ImFontConfig; // Configuration data when adding a font or merging fonts 124struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) 125struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data 126struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) 127struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) 128struct ImGuiIO; // Main configuration and I/O between your application and ImGui 129struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) 130struct ImGuiListClipper; // Helper to manually clip large list of items 131struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro 132struct ImGuiPayload; // User data payload for drag and drop operations 133struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) 134struct ImGuiStorage; // Helper for key->value storage 135struct ImGuiStyle; // Runtime data for styling/colors 136struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) 137struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") 138 139// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) 140// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! 141// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. 142// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. 143typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling 144typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions 145typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type 146typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction 147typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) 148typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation 149typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) 150typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier 151typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling 152typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. 153typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList 154typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas 155typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags 156typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. 157typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags 158typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() 159typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() 160typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() 161typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. 162typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() 163typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) 164typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() 165typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() 166typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() 167typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() 168typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() 169 170// Other types 171#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] 172typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. 173#endif 174typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. 175typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); 176typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); 177 178// Decoded character types 179// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) 180typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. 181typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. 182#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] 183typedef ImWchar32 ImWchar; 184#else 185typedef ImWchar16 ImWchar; 186#endif 187 188// Basic scalar data types 189typedef signed char ImS8; // 8-bit signed integer 190typedef unsigned char ImU8; // 8-bit unsigned integer 191typedef signed short ImS16; // 16-bit signed integer 192typedef unsigned short ImU16; // 16-bit unsigned integer 193typedef signed int ImS32; // 32-bit signed integer == int 194typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) 195#if defined(_MSC_VER) && !defined(__clang__) 196typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) 197typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) 198#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) 199#include <stdint.h> 200typedef int64_t ImS64; // 64-bit signed integer (pre C++11) 201typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) 202#else 203typedef signed long long ImS64; // 64-bit signed integer (post C++11) 204typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) 205#endif 206 207// 2D vector (often used to store positions or sizes) 208struct ImVec2 209{ 210 float x, y; 211 ImVec2() { x = y = 0.0f; } 212 ImVec2(float _x, float _y) { x = _x; y = _y; } 213 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 214 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 215#ifdef IM_VEC2_CLASS_EXTRA 216 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. 217#endif 218}; 219 220// 4D vector (often used to store floating-point colors) 221struct ImVec4 222{ 223 float x, y, z, w; 224 ImVec4() { x = y = z = w = 0.0f; } 225 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } 226#ifdef IM_VEC4_CLASS_EXTRA 227 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. 228#endif 229}; 230 231//----------------------------------------------------------------------------- 232// ImGui: Dear ImGui end-user API 233// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) 234//----------------------------------------------------------------------------- 235 236namespace ImGui 237{ 238 // Context creation and access 239 // 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. 240 // None of those functions is reliant on the current context. 241 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); 242 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context 243 IMGUI_API ImGuiContext* GetCurrentContext(); 244 IMGUI_API void SetCurrentContext(ImGuiContext* ctx); 245 246 // Main 247 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) 248 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! 249 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). 250 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! 251 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 (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) 252 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. 253 254 // Demo, Debug, Information 255 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! 256 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. 257 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. 258 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) 259 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. 260 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. 261 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). 262 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) 263 264 // Styles 265 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) 266 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style 267 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font 268 269 // Windows 270 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. 271 // - You may append multiple times to the same window during the same frame. 272 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, 273 // which clicking will set the boolean to false when clicked. 274 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting 275 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! 276 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, 277 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function 278 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] 279 // - Note that the bottom of window stack always contains a window called "Debug". 280 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); 281 IMGUI_API void End(); 282 283 // Child Windows 284 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. 285 // - 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). 286 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. 287 // 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().] 288 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); 289 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); 290 IMGUI_API void EndChild(); 291 292 // Windows Utilities 293 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. 294 IMGUI_API bool IsWindowAppearing(); 295 IMGUI_API bool IsWindowCollapsed(); 296 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. 297 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! 298 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives 299 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) 300 IMGUI_API ImVec2 GetWindowSize(); // get current window size 301 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) 302 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) 303 304 // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). 305 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. 306 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() 307 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. 308 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() 309 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() 310 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() 311 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. 312 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. 313 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. 314 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). 315 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). 316 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(). 317 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. 318 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. 319 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state 320 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. 321 322 // Content region 323 // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) 324 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates 325 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() 326 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 327 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates 328 IMGUI_API float GetWindowContentRegionWidth(); // 329 330 // Windows Scrolling 331 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] 332 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] 333 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X 334 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y 335 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] 336 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] 337 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. 338 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. 339 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. 340 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. 341 342 // Parameters stacks (shared) 343 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font 344 IMGUI_API void PopFont(); 345 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); 346 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); 347 IMGUI_API void PopStyleColor(int count = 1); 348 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); 349 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); 350 IMGUI_API void PopStyleVar(int count = 1); 351 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. 352 IMGUI_API ImFont* GetFont(); // get current font 353 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied 354 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API 355 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier 356 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied 357 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied 358 359 // Parameters stacks (current window) 360 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, 361 IMGUI_API void PopItemWidth(); 362 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) 363 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. 364 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space 365 IMGUI_API void PopTextWrapPos(); 366 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 367 IMGUI_API void PopAllowKeyboardFocus(); 368 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. 369 IMGUI_API void PopButtonRepeat(); 370 371 // Cursor / Layout 372 // - By "cursor" we mean the current output position. 373 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. 374 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. 375 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: 376 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() 377 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. 378 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. 379 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. 380 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. 381 IMGUI_API void Spacing(); // add vertical spacing. 382 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. 383 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 384 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 385 IMGUI_API void BeginGroup(); // lock horizontal starting position 386 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.) 387 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) 388 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. 389 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: 390 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. 391 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) 392 IMGUI_API void SetCursorPosY(float local_y); // 393 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates 394 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) 395 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] 396 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) 397 IMGUI_API float GetTextLineHeight(); // ~ FontSize 398 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) 399 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 400 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) 401 402 // ID stack/scopes 403 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most 404 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. 405 // - The resulting ID are hashes of the entire stack. 406 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. 407 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, 408 // whereas "str_id" denote a string that is only used as an ID and not normally displayed. 409 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). 410 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). 411 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). 412 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). 413 IMGUI_API void PopID(); // pop from the ID stack. 414 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 415 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); 416 IMGUI_API ImGuiID GetID(const void* ptr_id); 417 418 // Widgets: Text 419 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. 420 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text 421 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); 422 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); 423 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); 424 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); 425 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); 426 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(). 427 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); 428 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets 429 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); 430 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() 431 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); 432 433 // Widgets: Main 434 // - Most widgets return true when the value has been changed or when pressed/selected 435 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. 436 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button 437 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text 438 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.) 439 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape 440 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)); 441 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 442 IMGUI_API bool Checkbox(const char* label, bool* v); 443 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); 444 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } 445 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer 446 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); 447 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 448 449 // Widgets: Combo Box 450 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. 451 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. 452 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); 453 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! 454 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); 455 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" 456 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); 457 458 // Widgets: Drags 459 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 460 // - 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 461 // - 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. 462 // - 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). 463 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. 464 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. 465 // - Use v_min > v_max to lock edits. 466 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 467 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); 468 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); 469 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); 470 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); 471 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 472 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"); 473 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"); 474 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"); 475 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); 476 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); 477 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); 478 479 // Widgets: Sliders 480 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 481 // - 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. 482 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 483 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 484 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 485 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 486 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"); 487 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); 488 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); 489 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); 490 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); 491 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); 492 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); 493 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); 494 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); 495 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); 496 497 // Widgets: Input with Keyboard 498 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. 499 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. 500 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 501 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); 502 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); 503 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); 504 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 505 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 506 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 507 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); 508 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); 509 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); 510 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); 511 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); 512 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); 513 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); 514 515 // 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.) 516 // - 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. 517 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x 518 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 519 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); 520 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 521 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); 522 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. 523 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. 524 525 // Widgets: Trees 526 // - 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. 527 IMGUI_API bool TreeNode(const char* label); 528 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(). 529 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " 530 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); 531 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); 532 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); 533 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 534 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 535 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 536 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 537 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. 538 IMGUI_API void TreePush(const void* ptr_id = NULL); // " 539 IMGUI_API void TreePop(); // ~ Unindent()+PopId() 540 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode 541 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(). 542 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 543 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. 544 545 // Widgets: Selectables 546 // - A selectable highlights when hovered, and can display another color when selected. 547 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. 548 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 549 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. 550 551 // Widgets: List Boxes 552 // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. 553 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); 554 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); 555 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. 556 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " 557 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! 558 559 // Widgets: Data Plotting 560 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)); 561 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)); 562 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)); 563 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)); 564 565 // Widgets: Value() Helpers. 566 // - 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) 567 IMGUI_API void Value(const char* prefix, bool b); 568 IMGUI_API void Value(const char* prefix, int v); 569 IMGUI_API void Value(const char* prefix, unsigned int v); 570 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); 571 572 // Widgets: Menus 573 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. 574 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. 575 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. 576 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). 577 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! 578 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. 579 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! 580 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! 581 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! 582 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 583 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 584 585 // Tooltips 586 // - Tooltip are windows following the mouse which do not take focus away. 587 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). 588 IMGUI_API void EndTooltip(); 589 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(). 590 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); 591 592 // Popups, Modals 593 // The properties of popups windows are: 594 // - They block normal mouse hovering detection outside them. (*) 595 // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. 596 // - 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. 597 // User can manipulate the visibility state by calling OpenPopup(). 598 // - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions. 599 // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. 600 // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. 601 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). 602 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! 603 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton 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! 604 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. 605 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). 606 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) 607 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! 608 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton 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. 609 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. 610 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. 611 612 // Columns 613 // - You can also use SameLine(pos_x) to mimic simplified columns. 614 // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) 615 // - There is a maximum of 64 columns. 616 // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). 617 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); 618 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished 619 IMGUI_API int GetColumnIndex(); // get current column index 620 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column 621 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column 622 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 623 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 624 IMGUI_API int GetColumnsCount(); 625 626 // Tab Bars, Tabs 627 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar 628 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! 629 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. 630 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! 631 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. 632 633 // Logging/Capture 634 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. 635 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) 636 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file 637 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard 638 IMGUI_API void LogFinish(); // stop logging (close file, etc.) 639 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard 640 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) 641 642 // Drag and Drop 643 // - [BETA API] API may evolve! 644 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() 645 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. 646 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! 647 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() 648 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. 649 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! 650 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. 651 652 // Clipping 653 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 654 IMGUI_API void PopClipRect(); 655 656 // Focus, Activation 657 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" 658 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. 659 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. 660 661 // Item/Widgets Utilities 662 // - Most of the functions are referring to the last/previous item we submitted. 663 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. 664 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. 665 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) 666 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? 667 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() 668 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) 669 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. 670 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). 671 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. 672 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). 673 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). 674 IMGUI_API bool IsAnyItemHovered(); // is any item hovered? 675 IMGUI_API bool IsAnyItemActive(); // is any item active? 676 IMGUI_API bool IsAnyItemFocused(); // is any item focused? 677 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) 678 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) 679 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item 680 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. 681 682 // Miscellaneous Utilities 683 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. 684 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. 685 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. 686 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. 687 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. 688 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. 689 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. 690 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). 691 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) 692 IMGUI_API ImGuiStorage* GetStateStorage(); 693 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. 694 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 695 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) 696 697 // Text Utilities 698 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 699 700 // Color Utilities 701 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); 702 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); 703 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); 704 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); 705 706 // Inputs Utilities: Keyboard 707 // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. 708 // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. 709 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] 710 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. 711 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 712 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? 713 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 714 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. 715 716 // Inputs Utilities: Mouse 717 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. 718 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. 719 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') 720 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? 721 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) 722 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) 723 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. 724 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. 725 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available 726 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? 727 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls 728 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) 729 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) 730 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) 731 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // 732 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 733 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type 734 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. 735 736 // Clipboard Utilities 737 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. 738 IMGUI_API const char* GetClipboardText(); 739 IMGUI_API void SetClipboardText(const char* text); 740 741 // Settings/.Ini Utilities 742 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). 743 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. 744 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). 745 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. 746 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). 747 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. 748 749 // Debug Utilities 750 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. 751 752 // Memory Allocators 753 // - All those functions are not reliant on the current context. 754 // - 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. 755 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); 756 IMGUI_API void* MemAlloc(size_t size); 757 IMGUI_API void MemFree(void* ptr); 758 759} // namespace ImGui 760 761//----------------------------------------------------------------------------- 762// Flags & Enumerations 763//----------------------------------------------------------------------------- 764 765// Flags for ImGui::Begin() 766enum ImGuiWindowFlags_ 767{ 768 ImGuiWindowFlags_None = 0, 769 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar 770 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip 771 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window 772 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) 773 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. 774 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it 775 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame 776 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). 777 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file 778 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. 779 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar 780 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. 781 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state 782 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) 783 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) 784 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) 785 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) 786 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window 787 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) 788 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. 789 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 790 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, 791 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 792 793 // [Internal] 794 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!) 795 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() 796 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() 797 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() 798 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() 799 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() 800 801 // [Obsolete] 802 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. 803 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) 804}; 805 806// Flags for ImGui::InputText() 807enum ImGuiInputTextFlags_ 808{ 809 ImGuiInputTextFlags_None = 0, 810 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ 811 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef 812 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z 813 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs 814 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus 815 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. 816 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) 817 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) 818 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. 819 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. 820 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field 821 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). 822 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally 823 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode 824 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode 825 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 826 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(). 827 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) 828 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) 829 // [Internal] 830 ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() 831 ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data 832}; 833 834// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() 835enum ImGuiTreeNodeFlags_ 836{ 837 ImGuiTreeNodeFlags_None = 0, 838 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected 839 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) 840 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one 841 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack 842 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) 843 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open 844 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node 845 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. 846 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). 847 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow 848 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(). 849 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. 850 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). 851 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) 852 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible 853 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog 854}; 855 856// Flags for ImGui::Selectable() 857enum ImGuiSelectableFlags_ 858{ 859 ImGuiSelectableFlags_None = 0, 860 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window 861 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) 862 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too 863 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text 864 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one 865}; 866 867// Flags for ImGui::BeginCombo() 868enum ImGuiComboFlags_ 869{ 870 ImGuiComboFlags_None = 0, 871 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default 872 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() 873 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) 874 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible 875 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible 876 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button 877 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button 878 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest 879}; 880 881// Flags for ImGui::BeginTabBar() 882enum ImGuiTabBarFlags_ 883{ 884 ImGuiTabBarFlags_None = 0, 885 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list 886 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear 887 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup 888 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. 889 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) 890 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab 891 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit 892 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit 893 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, 894 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown 895}; 896 897// Flags for ImGui::BeginTabItem() 898enum ImGuiTabItemFlags_ 899{ 900 ImGuiTabItemFlags_None = 0, 901 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. 902 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() 903 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. 904 ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() 905}; 906 907// Flags for ImGui::IsWindowFocused() 908enum ImGuiFocusedFlags_ 909{ 910 ImGuiFocusedFlags_None = 0, 911 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused 912 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) 913 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 'io.WantCaptureMouse' instead! Please read the FAQ! 914 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows 915}; 916 917// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() 918// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! 919// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. 920enum ImGuiHoveredFlags_ 921{ 922 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. 923 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered 924 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) 925 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered 926 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window 927 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. 928 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. 929 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window 930 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled 931 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, 932 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows 933}; 934 935// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() 936enum ImGuiDragDropFlags_ 937{ 938 ImGuiDragDropFlags_None = 0, 939 // BeginDragDropSource() flags 940 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. 941 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. 942 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. 943 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. 944 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. 945 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) 946 // AcceptDragDropPayload() flags 947 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. 948 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. 949 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. 950 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. 951}; 952 953// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. 954#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. 955#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. 956 957// A primary data type 958enum ImGuiDataType_ 959{ 960 ImGuiDataType_S8, // signed char / char (with sensible compilers) 961 ImGuiDataType_U8, // unsigned char 962 ImGuiDataType_S16, // short 963 ImGuiDataType_U16, // unsigned short 964 ImGuiDataType_S32, // int 965 ImGuiDataType_U32, // unsigned int 966 ImGuiDataType_S64, // long long / __int64 967 ImGuiDataType_U64, // unsigned long long / unsigned __int64 968 ImGuiDataType_Float, // float 969 ImGuiDataType_Double, // double 970 ImGuiDataType_COUNT 971}; 972 973// A cardinal direction 974enum ImGuiDir_ 975{ 976 ImGuiDir_None = -1, 977 ImGuiDir_Left = 0, 978 ImGuiDir_Right = 1, 979 ImGuiDir_Up = 2, 980 ImGuiDir_Down = 3, 981 ImGuiDir_COUNT 982}; 983 984// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array 985enum ImGuiKey_ 986{ 987 ImGuiKey_Tab, 988 ImGuiKey_LeftArrow, 989 ImGuiKey_RightArrow, 990 ImGuiKey_UpArrow, 991 ImGuiKey_DownArrow, 992 ImGuiKey_PageUp, 993 ImGuiKey_PageDown, 994 ImGuiKey_Home, 995 ImGuiKey_End, 996 ImGuiKey_Insert, 997 ImGuiKey_Delete, 998 ImGuiKey_Backspace, 999 ImGuiKey_Space, 1000 ImGuiKey_Enter, 1001 ImGuiKey_Escape, 1002 ImGuiKey_KeyPadEnter, 1003 ImGuiKey_A, // for text edit CTRL+A: select all 1004 ImGuiKey_C, // for text edit CTRL+C: copy 1005 ImGuiKey_V, // for text edit CTRL+V: paste 1006 ImGuiKey_X, // for text edit CTRL+X: cut 1007 ImGuiKey_Y, // for text edit CTRL+Y: redo 1008 ImGuiKey_Z, // for text edit CTRL+Z: undo 1009 ImGuiKey_COUNT 1010}; 1011 1012// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) 1013enum ImGuiKeyModFlags_ 1014{ 1015 ImGuiKeyModFlags_None = 0, 1016 ImGuiKeyModFlags_Ctrl = 1 << 0, 1017 ImGuiKeyModFlags_Shift = 1 << 1, 1018 ImGuiKeyModFlags_Alt = 1 << 2, 1019 ImGuiKeyModFlags_Super = 1 << 3 1020}; 1021 1022// Gamepad/Keyboard navigation 1023// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. 1024// 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(). 1025// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. 1026enum ImGuiNavInput_ 1027{ 1028 // Gamepad Mapping 1029 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) 1030 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) 1031 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) 1032 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) 1033 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) 1034 ImGuiNavInput_DpadRight, // 1035 ImGuiNavInput_DpadUp, // 1036 ImGuiNavInput_DpadDown, // 1037 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down 1038 ImGuiNavInput_LStickRight, // 1039 ImGuiNavInput_LStickUp, // 1040 ImGuiNavInput_LStickDown, // 1041 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 1042 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 1043 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 1044 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 1045 1046 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. 1047 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. 1048 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt 1049 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys 1050 ImGuiNavInput_KeyRight_, // move right 1051 ImGuiNavInput_KeyUp_, // move up 1052 ImGuiNavInput_KeyDown_, // move down 1053 ImGuiNavInput_COUNT, 1054 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ 1055}; 1056 1057// Configuration flags stored in io.ConfigFlags. Set by user/application. 1058enum ImGuiConfigFlags_ 1059{ 1060 ImGuiConfigFlags_None = 0, 1061 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. 1062 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. 1063 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. 1064 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. 1065 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. 1066 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. 1067 1068 // 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) 1069 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. 1070 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. 1071}; 1072 1073// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. 1074enum ImGuiBackendFlags_ 1075{ 1076 ImGuiBackendFlags_None = 0, 1077 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. 1078 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. 1079 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). 1080 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. 1081}; 1082 1083// Enumeration for PushStyleColor() / PopStyleColor() 1084enum ImGuiCol_ 1085{ 1086 ImGuiCol_Text, 1087 ImGuiCol_TextDisabled, 1088 ImGuiCol_WindowBg, // Background of normal windows 1089 ImGuiCol_ChildBg, // Background of child windows 1090 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows 1091 ImGuiCol_Border, 1092 ImGuiCol_BorderShadow, 1093 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input 1094 ImGuiCol_FrameBgHovered, 1095 ImGuiCol_FrameBgActive, 1096 ImGuiCol_TitleBg, 1097 ImGuiCol_TitleBgActive, 1098 ImGuiCol_TitleBgCollapsed, 1099 ImGuiCol_MenuBarBg, 1100 ImGuiCol_ScrollbarBg, 1101 ImGuiCol_ScrollbarGrab, 1102 ImGuiCol_ScrollbarGrabHovered, 1103 ImGuiCol_ScrollbarGrabActive, 1104 ImGuiCol_CheckMark, 1105 ImGuiCol_SliderGrab, 1106 ImGuiCol_SliderGrabActive, 1107 ImGuiCol_Button, 1108 ImGuiCol_ButtonHovered, 1109 ImGuiCol_ButtonActive, 1110 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem 1111 ImGuiCol_HeaderHovered, 1112 ImGuiCol_HeaderActive, 1113 ImGuiCol_Separator, 1114 ImGuiCol_SeparatorHovered, 1115 ImGuiCol_SeparatorActive, 1116 ImGuiCol_ResizeGrip, 1117 ImGuiCol_ResizeGripHovered, 1118 ImGuiCol_ResizeGripActive, 1119 ImGuiCol_Tab, 1120 ImGuiCol_TabHovered, 1121 ImGuiCol_TabActive, 1122 ImGuiCol_TabUnfocused, 1123 ImGuiCol_TabUnfocusedActive, 1124 ImGuiCol_PlotLines, 1125 ImGuiCol_PlotLinesHovered, 1126 ImGuiCol_PlotHistogram, 1127 ImGuiCol_PlotHistogramHovered, 1128 ImGuiCol_TextSelectedBg, 1129 ImGuiCol_DragDropTarget, 1130 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item 1131 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB 1132 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active 1133 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active 1134 ImGuiCol_COUNT 1135 1136 // Obsolete names (will be removed) 1137#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1138 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] 1139 //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. 1140#endif 1141}; 1142 1143// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. 1144// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. 1145// During initialization or between frames, feel free to just poke into ImGuiStyle directly. 1146// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. 1147// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. 1148// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. 1149// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. 1150enum ImGuiStyleVar_ 1151{ 1152 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) 1153 ImGuiStyleVar_Alpha, // float Alpha 1154 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding 1155 ImGuiStyleVar_WindowRounding, // float WindowRounding 1156 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize 1157 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize 1158 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign 1159 ImGuiStyleVar_ChildRounding, // float ChildRounding 1160 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize 1161 ImGuiStyleVar_PopupRounding, // float PopupRounding 1162 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize 1163 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding 1164 ImGuiStyleVar_FrameRounding, // float FrameRounding 1165 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize 1166 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing 1167 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing 1168 ImGuiStyleVar_IndentSpacing, // float IndentSpacing 1169 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize 1170 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding 1171 ImGuiStyleVar_GrabMinSize, // float GrabMinSize 1172 ImGuiStyleVar_GrabRounding, // float GrabRounding 1173 ImGuiStyleVar_TabRounding, // float TabRounding 1174 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign 1175 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign 1176 ImGuiStyleVar_COUNT 1177 1178 // Obsolete names (will be removed) 1179#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1180 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] 1181#endif 1182}; 1183 1184// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() 1185enum ImGuiColorEditFlags_ 1186{ 1187 ImGuiColorEditFlags_None = 0, 1188 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). 1189 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. 1190 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. 1191 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) 1192 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). 1193 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. 1194 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). 1195 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. 1196 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. 1197 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) 1198 1199 // User Options (right-click on widget to change some of them). 1200 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. 1201 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. 1202 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. 1203 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). 1204 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. 1205 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " 1206 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " 1207 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. 1208 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. 1209 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. 1210 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. 1211 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. 1212 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. 1213 1214 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to 1215 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. 1216 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, 1217 1218 // [Internal] Masks 1219 ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, 1220 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, 1221 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, 1222 ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV 1223 1224 // Obsolete names (will be removed) 1225#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1226 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] 1227#endif 1228}; 1229 1230// Identify a mouse button. 1231// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. 1232enum ImGuiMouseButton_ 1233{ 1234 ImGuiMouseButton_Left = 0, 1235 ImGuiMouseButton_Right = 1, 1236 ImGuiMouseButton_Middle = 2, 1237 ImGuiMouseButton_COUNT = 5 1238}; 1239 1240// Enumeration for GetMouseCursor() 1241// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here 1242enum ImGuiMouseCursor_ 1243{ 1244 ImGuiMouseCursor_None = -1, 1245 ImGuiMouseCursor_Arrow = 0, 1246 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. 1247 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) 1248 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border 1249 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column 1250 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window 1251 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window 1252 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) 1253 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. 1254 ImGuiMouseCursor_COUNT 1255 1256 // Obsolete names (will be removed) 1257#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1258 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] 1259#endif 1260}; 1261 1262// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions 1263// Represent a condition. 1264// 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. 1265enum ImGuiCond_ 1266{ 1267 ImGuiCond_Always = 1 << 0, // Set the variable 1268 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) 1269 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) 1270 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) 1271}; 1272 1273//----------------------------------------------------------------------------- 1274// Helpers: Memory allocations macros 1275// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() 1276// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. 1277// 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. 1278//----------------------------------------------------------------------------- 1279 1280struct ImNewDummy {}; 1281inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } 1282inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() 1283#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) 1284#define IM_FREE(_PTR) ImGui::MemFree(_PTR) 1285#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) 1286#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE 1287template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } 1288 1289//----------------------------------------------------------------------------- 1290// Helper: ImVector<> 1291// 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). 1292//----------------------------------------------------------------------------- 1293// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. 1294// - We use std-like naming convention here, which is a little unusual for this codebase. 1295// - 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. 1296// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, 1297// 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. 1298//----------------------------------------------------------------------------- 1299 1300template<typename T> 1301struct ImVector 1302{ 1303 int Size; 1304 int Capacity; 1305 T* Data; 1306 1307 // Provide standard typedefs but we don't use them ourselves. 1308 typedef T value_type; 1309 typedef value_type* iterator; 1310 typedef const value_type* const_iterator; 1311 1312 // Constructors, destructor 1313 inline ImVector() { Size = Capacity = 0; Data = NULL; } 1314 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); } 1315 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } 1316 inline ~ImVector() { if (Data) IM_FREE(Data); } 1317 1318 inline bool empty() const { return Size == 0; } 1319 inline int size() const { return Size; } 1320 inline int size_in_bytes() const { return Size * (int)sizeof(T); } 1321 inline int capacity() const { return Capacity; } 1322 inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } 1323 inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } 1324 1325 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } 1326 inline T* begin() { return Data; } 1327 inline const T* begin() const { return Data; } 1328 inline T* end() { return Data + Size; } 1329 inline const T* end() const { return Data + Size; } 1330 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } 1331 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } 1332 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } 1333 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } 1334 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; } 1335 1336 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } 1337 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } 1338 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; } 1339 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation 1340 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; } 1341 1342 // 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. 1343 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } 1344 inline void pop_back() { IM_ASSERT(Size > 0); Size--; } 1345 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } 1346 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; } 1347 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; } 1348 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; } 1349 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; } 1350 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; } 1351 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; } 1352 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; } 1353 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } 1354 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } 1355 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; } 1356}; 1357 1358//----------------------------------------------------------------------------- 1359// ImGuiStyle 1360// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). 1361// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, 1362// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. 1363//----------------------------------------------------------------------------- 1364 1365struct ImGuiStyle 1366{ 1367 float Alpha; // Global alpha applies to everything in Dear ImGui. 1368 ImVec2 WindowPadding; // Padding within a window. 1369 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. 1370 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). 1371 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). 1372 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. 1373 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. 1374 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. 1375 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). 1376 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) 1377 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). 1378 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). 1379 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). 1380 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). 1381 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. 1382 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). 1383 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! 1384 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). 1385 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). 1386 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. 1387 float ScrollbarRounding; // Radius of grab corners for scrollbar. 1388 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. 1389 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 1390 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. 1391 float TabBorderSize; // Thickness of border around tabs. 1392 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. 1393 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). 1394 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. 1395 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. 1396 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! 1397 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. 1398 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. 1399 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) 1400 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. 1401 float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. 1402 ImVec4 Colors[ImGuiCol_COUNT]; 1403 1404 IMGUI_API ImGuiStyle(); 1405 IMGUI_API void ScaleAllSizes(float scale_factor); 1406}; 1407 1408//----------------------------------------------------------------------------- 1409// ImGuiIO 1410// Communicate most settings and inputs/outputs to Dear ImGui using this structure. 1411// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. 1412//----------------------------------------------------------------------------- 1413 1414struct ImGuiIO 1415{ 1416 //------------------------------------------------------------------ 1417 // Configuration (fill once) // Default value 1418 //------------------------------------------------------------------ 1419 1420 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. 1421 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. 1422 ImVec2 DisplaySize; // <unset> // Main display size, in pixels. 1423 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. 1424 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. 1425 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. 1426 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). 1427 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. 1428 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. 1429 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. 1430 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. 1431 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). 1432 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. 1433 void* UserData; // = NULL // Store your own data for retrieval by callbacks. 1434 1435 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture. 1436 float FontGlobalScale; // = 1.0f // Global scale all fonts 1437 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. 1438 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. 1439 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. 1440 1441 // Miscellaneous options 1442 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. 1443 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) 1444 bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) 1445 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) 1446 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. 1447 float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. 1448 1449 //------------------------------------------------------------------ 1450 // Platform Functions 1451 // (the imgui_impl_xxxx back-end files are setting those up for you) 1452 //------------------------------------------------------------------ 1453 1454 // 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. 1455 const char* BackendPlatformName; // = NULL 1456 const char* BackendRendererName; // = NULL 1457 void* BackendPlatformUserData; // = NULL // User data for platform back-end 1458 void* BackendRendererUserData; // = NULL // User data for renderer back-end 1459 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end 1460 1461 // Optional: Access OS clipboard 1462 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) 1463 const char* (*GetClipboardTextFn)(void* user_data); 1464 void (*SetClipboardTextFn)(void* user_data, const char* text); 1465 void* ClipboardUserData; 1466 1467 // 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) 1468 // (default to use native imm32 api on Windows) 1469 void (*ImeSetInputScreenPosFn)(int x, int y); 1470 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. 1471 1472#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1473 // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! 1474 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. 1475 void (*RenderDrawListsFn)(ImDrawData* data); 1476#else 1477 // 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. 1478 void* RenderDrawListsFnUnused; 1479#endif 1480 1481 //------------------------------------------------------------------ 1482 // Input - Fill before calling NewFrame() 1483 //------------------------------------------------------------------ 1484 1485 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) 1486 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. 1487 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. 1488 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. 1489 bool KeyCtrl; // Keyboard modifier pressed: Control 1490 bool KeyShift; // Keyboard modifier pressed: Shift 1491 bool KeyAlt; // Keyboard modifier pressed: Alt 1492 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows 1493 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). 1494 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). 1495 1496 // Functions 1497 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input 1498 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate 1499 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string 1500 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually 1501 1502 //------------------------------------------------------------------ 1503 // Output - Updated by NewFrame() or EndFrame()/Render() 1504 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is 1505 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) 1506 //------------------------------------------------------------------ 1507 1508 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). 1509 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). 1510 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). 1511 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. 1512 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! 1513 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. 1514 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). 1515 float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. 1516 int MetricsRenderVertices; // Vertices output during last call to Render() 1517 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 1518 int MetricsRenderWindows; // Number of visible windows 1519 int MetricsActiveWindows; // Number of active windows 1520 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. 1521 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. 1522 1523 //------------------------------------------------------------------ 1524 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! 1525 //------------------------------------------------------------------ 1526 1527 ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() 1528 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) 1529 ImVec2 MouseClickedPos[5]; // Position at time of clicking 1530 double MouseClickedTime[5]; // Time of last click (used to figure out double-click) 1531 bool MouseClicked[5]; // Mouse button went from !Down to Down 1532 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? 1533 bool MouseReleased[5]; // Mouse button went from Down to !Down 1534 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. 1535 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click 1536 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) 1537 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down 1538 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point 1539 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point 1540 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) 1541 float KeysDownDurationPrev[512]; // Previous duration the key has been down 1542 float NavInputsDownDuration[ImGuiNavInput_COUNT]; 1543 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; 1544 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 1545 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. 1546 1547 IMGUI_API ImGuiIO(); 1548}; 1549 1550//----------------------------------------------------------------------------- 1551// Misc data structures 1552//----------------------------------------------------------------------------- 1553 1554// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. 1555// The callback function should return 0 by default. 1556// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) 1557// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB 1558// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows 1559// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration 1560// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. 1561// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. 1562struct ImGuiInputTextCallbackData 1563{ 1564 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only 1565 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only 1566 void* UserData; // What user passed to InputText() // Read-only 1567 1568 // Arguments for the different callback events 1569 // - 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. 1570 // - 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. 1571 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; 1572 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] 1573 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! 1574 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() 1575 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 1576 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] 1577 int CursorPos; // // Read-write // [Completion,History,Always] 1578 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) 1579 int SelectionEnd; // // Read-write // [Completion,History,Always] 1580 1581 // Helper functions for text manipulation. 1582 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. 1583 IMGUI_API ImGuiInputTextCallbackData(); 1584 IMGUI_API void DeleteChars(int pos, int bytes_count); 1585 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); 1586 bool HasSelection() const { return SelectionStart != SelectionEnd; } 1587}; 1588 1589// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). 1590// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. 1591struct ImGuiSizeCallbackData 1592{ 1593 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() 1594 ImVec2 Pos; // Read-only. Window position, for reference. 1595 ImVec2 CurrentSize; // Read-only. Current window size. 1596 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. 1597}; 1598 1599// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() 1600struct ImGuiPayload 1601{ 1602 // Members 1603 void* Data; // Data (copied and owned by dear imgui) 1604 int DataSize; // Data size 1605 1606 // [Internal] 1607 ImGuiID SourceId; // Source item id 1608 ImGuiID SourceParentId; // Source parent id (if available) 1609 int DataFrameCount; // Data timestamp 1610 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) 1611 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) 1612 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. 1613 1614 ImGuiPayload() { Clear(); } 1615 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } 1616 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } 1617 bool IsPreview() const { return Preview; } 1618 bool IsDelivery() const { return Delivery; } 1619}; 1620 1621//----------------------------------------------------------------------------- 1622// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) 1623// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. 1624//----------------------------------------------------------------------------- 1625 1626#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1627namespace ImGui 1628{ 1629 // OBSOLETED in 1.72 (from July 2019) 1630 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } 1631 // OBSOLETED in 1.71 (from June 2019) 1632 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } 1633 // OBSOLETED in 1.70 (from May 2019) 1634 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } 1635 // OBSOLETED in 1.69 (from Mar 2019) 1636 static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } 1637 // OBSOLETED in 1.66 (from Sep 2018) 1638 static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } 1639 // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) 1640 static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } 1641 // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) 1642 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'! 1643 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); 1644 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); 1645 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); 1646 // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) 1647 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } 1648 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } 1649 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; } 1650} 1651typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent 1652typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; 1653#endif 1654 1655//----------------------------------------------------------------------------- 1656// Helpers 1657//----------------------------------------------------------------------------- 1658 1659// Helper: Unicode defines 1660#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). 1661#ifdef IMGUI_USE_WCHAR32 1662#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. 1663#else 1664#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. 1665#endif 1666 1667// 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. 1668// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); 1669struct ImGuiOnceUponAFrame 1670{ 1671 ImGuiOnceUponAFrame() { RefFrame = -1; } 1672 mutable int RefFrame; 1673 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } 1674}; 1675 1676// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 1677struct ImGuiTextFilter 1678{ 1679 IMGUI_API ImGuiTextFilter(const char* default_filter = ""); 1680 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build 1681 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; 1682 IMGUI_API void Build(); 1683 void Clear() { InputBuf[0] = 0; Build(); } 1684 bool IsActive() const { return !Filters.empty(); } 1685 1686 // [Internal] 1687 struct ImGuiTextRange 1688 { 1689 const char* b; 1690 const char* e; 1691 1692 ImGuiTextRange() { b = e = NULL; } 1693 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } 1694 bool empty() const { return b == e; } 1695 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const; 1696 }; 1697 char InputBuf[256]; 1698 ImVector<ImGuiTextRange>Filters; 1699 int CountGrep; 1700}; 1701 1702// Helper: Growable text buffer for logging/accumulating text 1703// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') 1704struct ImGuiTextBuffer 1705{ 1706 ImVector<char> Buf; 1707 IMGUI_API static char EmptyString[1]; 1708 1709 ImGuiTextBuffer() { } 1710 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } 1711 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } 1712 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator 1713 int size() const { return Buf.Size ? Buf.Size - 1 : 0; } 1714 bool empty() const { return Buf.Size <= 1; } 1715 void clear() { Buf.clear(); } 1716 void reserve(int capacity) { Buf.reserve(capacity); } 1717 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } 1718 IMGUI_API void append(const char* str, const char* str_end = NULL); 1719 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); 1720 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); 1721}; 1722 1723// Helper: Key->Value storage 1724// Typically you don't have to worry about this since a storage is held within each Window. 1725// We use it to e.g. store collapse state for a tree (Int 0/1) 1726// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) 1727// You can use it as custom user storage for temporary values. Declare your own storage if, for example: 1728// - 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). 1729// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) 1730// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. 1731struct ImGuiStorage 1732{ 1733 // [Internal] 1734 struct ImGuiStoragePair 1735 { 1736 ImGuiID key; 1737 union { int val_i; float val_f; void* val_p; }; 1738 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 1739 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 1740 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 1741 }; 1742 1743 ImVector<ImGuiStoragePair> Data; 1744 1745 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) 1746 // - Set***() functions find pair, insertion on demand if missing. 1747 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. 1748 void Clear() { Data.clear(); } 1749 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; 1750 IMGUI_API void SetInt(ImGuiID key, int val); 1751 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; 1752 IMGUI_API void SetBool(ImGuiID key, bool val); 1753 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; 1754 IMGUI_API void SetFloat(ImGuiID key, float val); 1755 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL 1756 IMGUI_API void SetVoidPtr(ImGuiID key, void* val); 1757 1758 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 1759 // - 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. 1760 // - 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) 1761 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; 1762 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); 1763 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); 1764 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); 1765 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); 1766 1767 // Use on your own storage if you know only integer are being stored (open/close all tree nodes) 1768 IMGUI_API void SetAllInt(int val); 1769 1770 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. 1771 IMGUI_API void BuildSortByKey(); 1772}; 1773 1774// Helper: Manually clip large list of items. 1775// 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. 1776// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 1777// 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. 1778// Usage: 1779// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. 1780// while (clipper.Step()) 1781// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) 1782// ImGui::Text("line number %d", i); 1783// - 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). 1784// - 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. 1785// - (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.) 1786// - 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. 1787struct ImGuiListClipper 1788{ 1789 int DisplayStart, DisplayEnd; 1790 int ItemsCount; 1791 1792 // [Internal] 1793 int StepNo; 1794 float ItemsHeight; 1795 float StartPosY; 1796 1797 // 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). 1798 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). 1799 // 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(). 1800 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). 1801 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. 1802 1803 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. 1804 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. 1805 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. 1806}; 1807 1808// Helpers macros to generate 32-bit encoded colors 1809#ifdef IMGUI_USE_BGRA_PACKED_COLOR 1810#define IM_COL32_R_SHIFT 16 1811#define IM_COL32_G_SHIFT 8 1812#define IM_COL32_B_SHIFT 0 1813#define IM_COL32_A_SHIFT 24 1814#define IM_COL32_A_MASK 0xFF000000 1815#else 1816#define IM_COL32_R_SHIFT 0 1817#define IM_COL32_G_SHIFT 8 1818#define IM_COL32_B_SHIFT 16 1819#define IM_COL32_A_SHIFT 24 1820#define IM_COL32_A_MASK 0xFF000000 1821#endif 1822#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)) 1823#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF 1824#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black 1825#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 1826 1827// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) 1828// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. 1829// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. 1830// **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. 1831struct ImColor 1832{ 1833 ImVec4 Value; 1834 1835 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } 1836 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; } 1837 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; } 1838 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } 1839 ImColor(const ImVec4& col) { Value = col; } 1840 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } 1841 inline operator ImVec4() const { return Value; } 1842 1843 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. 1844 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; } 1845 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); } 1846}; 1847 1848//----------------------------------------------------------------------------- 1849// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) 1850// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 1851//----------------------------------------------------------------------------- 1852 1853// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] 1854// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, 1855// you can poke into the draw list for that! Draw callback may be useful for example to: 1856// A) Change your GPU render state, 1857// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. 1858// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' 1859// 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. 1860#ifndef ImDrawCallback 1861typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); 1862#endif 1863 1864// Special Draw callback value to request renderer back-end to reset the graphics/render state. 1865// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. 1866// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. 1867// 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). 1868#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) 1869 1870// Typically, 1 command = 1 GPU draw call (unless command is a callback) 1871// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' 1872// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. 1873struct ImDrawCmd 1874{ 1875 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[]. 1876 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates 1877 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. 1878 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-bit indices. 1879 unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. 1880 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. 1881 void* UserCallbackData; // The draw callback code can access this. 1882 1883 ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } 1884}; 1885 1886// Vertex index, default to 16-bit 1887// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). 1888// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. 1889#ifndef ImDrawIdx 1890typedef unsigned short ImDrawIdx; 1891#endif 1892 1893// Vertex layout 1894#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 1895struct ImDrawVert 1896{ 1897 ImVec2 pos; 1898 ImVec2 uv; 1899 ImU32 col; 1900}; 1901#else 1902// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h 1903// 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. 1904// 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. 1905// 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. 1906IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; 1907#endif 1908 1909// For use by ImDrawListSplitter. 1910struct ImDrawChannel 1911{ 1912 ImVector<ImDrawCmd> _CmdBuffer; 1913 ImVector<ImDrawIdx> _IdxBuffer; 1914}; 1915 1916// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. 1917// This is used by the Columns api, so items of each column can be batched together in a same draw call. 1918struct ImDrawListSplitter 1919{ 1920 int _Current; // Current channel number (0) 1921 int _Count; // Number of active channels (1+) 1922 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) 1923 1924 inline ImDrawListSplitter() { Clear(); } 1925 inline ~ImDrawListSplitter() { ClearFreeMemory(); } 1926 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame 1927 IMGUI_API void ClearFreeMemory(); 1928 IMGUI_API void Split(ImDrawList* draw_list, int count); 1929 IMGUI_API void Merge(ImDrawList* draw_list); 1930 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); 1931}; 1932 1933enum ImDrawCornerFlags_ 1934{ 1935 ImDrawCornerFlags_None = 0, 1936 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 1937 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 1938 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 1939 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 1940 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 1941 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC 1942 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 1943 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA 1944 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience 1945}; 1946 1947enum ImDrawListFlags_ 1948{ 1949 ImDrawListFlags_None = 0, 1950 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) 1951 ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) 1952 ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. 1953}; 1954 1955// Draw command list 1956// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, 1957// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. 1958// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to 1959// access the current window draw list and draw custom primitives. 1960// You can interleave normal ImGui:: calls and adding primitives to the current draw list. 1961// 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) 1962// 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. 1963struct ImDrawList 1964{ 1965 // This is what you have to render 1966 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. 1967 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those 1968 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. 1969 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. 1970 1971 // [Internal, used while building lists] 1972 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) 1973 const char* _OwnerName; // Pointer to owner window's name for debugging 1974 unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. 1975 unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. 1976 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1977 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1978 ImVector<ImVec4> _ClipRectStack; // [Internal] 1979 ImVector<ImTextureID> _TextureIdStack; // [Internal] 1980 ImVector<ImVec2> _Path; // [Internal] current path building 1981 ImDrawListSplitter _Splitter; // [Internal] for channels api 1982 1983 // 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) 1984 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } 1985 ~ImDrawList() { ClearFreeMemory(); } 1986 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) 1987 IMGUI_API void PushClipRectFullScreen(); 1988 IMGUI_API void PopClipRect(); 1989 IMGUI_API void PushTextureID(ImTextureID texture_id); 1990 IMGUI_API void PopTextureID(); 1991 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } 1992 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } 1993 1994 // Primitives 1995 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. 1996 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). 1997 // In future versions we will use textures to provide cheaper and higher-quality circles. 1998 // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. 1999 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); 2000 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 2001 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) 2002 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); 2003 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); 2004 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); 2005 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); 2006 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); 2007 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); 2008 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); 2009 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); 2010 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); 2011 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); 2012 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); 2013 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); 2014 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. 2015 IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); 2016 2017 // Image primitives 2018 // - Read FAQ to understand what ImTextureID is. 2019 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. 2020 // - "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. 2021 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); 2022 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); 2023 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); 2024 2025 // Stateful path API, add points then finish with PathFillConvex() or PathStroke() 2026 inline void PathClear() { _Path.Size = 0; } 2027 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } 2028 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } 2029 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. 2030 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } 2031 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); 2032 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 2033 IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); 2034 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); 2035 2036 // Advanced 2037 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. 2038 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 2039 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. 2040 2041 // Advanced: Channels 2042 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) 2043 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) 2044 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! 2045 // Prefer using your own persistent copy of ImDrawListSplitter as you can stack them. 2046 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. 2047 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } 2048 inline void ChannelsMerge() { _Splitter.Merge(this); } 2049 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } 2050 2051 // Internal helpers 2052 // NB: all primitives needs to be reserved via PrimReserve() beforehand! 2053 IMGUI_API void Clear(); 2054 IMGUI_API void ClearFreeMemory(); 2055 IMGUI_API void PrimReserve(int idx_count, int vtx_count); 2056 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); 2057 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) 2058 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); 2059 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); 2060 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } 2061 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } 2062 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } 2063 IMGUI_API void UpdateClipRect(); 2064 IMGUI_API void UpdateTextureID(); 2065}; 2066 2067// All draw data to render a Dear ImGui frame 2068// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, 2069// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) 2070struct ImDrawData 2071{ 2072 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. 2073 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. 2074 int CmdListsCount; // Number of ImDrawList* to render 2075 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size 2076 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size 2077 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) 2078 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) 2079 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. 2080 2081 // Functions 2082 ImDrawData() { Valid = false; Clear(); } 2083 ~ImDrawData() { Clear(); } 2084 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! 2085 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! 2086 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. 2087}; 2088 2089//----------------------------------------------------------------------------- 2090// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) 2091//----------------------------------------------------------------------------- 2092 2093struct ImFontConfig 2094{ 2095 void* FontData; // // TTF/OTF data 2096 int FontDataSize; // // TTF/OTF data size 2097 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). 2098 int FontNo; // 0 // Index of font within TTF/OTF file 2099 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). 2100 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. 2101 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. 2102 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. 2103 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. 2104 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. 2105 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. 2106 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font 2107 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs 2108 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. 2109 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. 2110 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. 2111 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. 2112 2113 // [Internal] 2114 char Name[40]; // Name (strictly to ease debugging) 2115 ImFont* DstFont; 2116 2117 IMGUI_API ImFontConfig(); 2118}; 2119 2120// Hold rendering data for one glyph. 2121// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) 2122struct ImFontGlyph 2123{ 2124 unsigned int Codepoint : 31; // 0x0000..0xFFFF 2125 unsigned int Visible : 1; // Flag to allow early out when rendering 2126 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) 2127 float X0, Y0, X1, Y1; // Glyph corners 2128 float U0, V0, U1, V1; // Texture coordinates 2129}; 2130 2131// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). 2132// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. 2133struct ImFontGlyphRangesBuilder 2134{ 2135 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) 2136 2137 ImFontGlyphRangesBuilder() { Clear(); } 2138 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } 2139 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array 2140 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array 2141 inline void AddChar(ImWchar c) { SetBit(c); } // Add character 2142 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) 2143 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext 2144 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges 2145}; 2146 2147// See ImFontAtlas::AddCustomRectXXX functions. 2148struct ImFontAtlasCustomRect 2149{ 2150 unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data. 2151 unsigned short Width, Height; // Input // Desired rectangle dimension 2152 unsigned short X, Y; // Output // Packed position in Atlas 2153 float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance 2154 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset 2155 ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font 2156 ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } 2157 bool IsPacked() const { return X != 0xFFFF; } 2158}; 2159 2160enum ImFontAtlasFlags_ 2161{ 2162 ImFontAtlasFlags_None = 0, 2163 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two 2164 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas 2165}; 2166 2167// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: 2168// - One or more fonts. 2169// - Custom graphics data needed to render the shapes needed by Dear ImGui. 2170// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). 2171// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. 2172// - 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. 2173// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. 2174// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) 2175// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. 2176// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. 2177// Common pitfalls: 2178// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the 2179// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. 2180// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. 2181// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, 2182// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. 2183// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! 2184struct ImFontAtlas 2185{ 2186 IMGUI_API ImFontAtlas(); 2187 IMGUI_API ~ImFontAtlas(); 2188 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); 2189 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); 2190 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); 2191 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. 2192 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. 2193 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. 2194 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. 2195 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. 2196 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). 2197 IMGUI_API void Clear(); // Clear all input and output. 2198 2199 // Build atlas, retrieve pixel data. 2200 // 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(). 2201 // The pitch is always = Width * BytesPerPixels (1 or 4) 2202 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into 2203 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. 2204 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. 2205 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel 2206 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel 2207 bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } 2208 void SetTexID(ImTextureID id) { TexID = id; } 2209 2210 //------------------------------------------- 2211 // Glyph Ranges 2212 //------------------------------------------- 2213 2214 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) 2215 // 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. 2216 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. 2217 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 2218 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters 2219 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs 2220 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs 2221 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese 2222 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters 2223 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters 2224 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters 2225 2226 //------------------------------------------- 2227 // [BETA] Custom Rectangles/Glyphs API 2228 //------------------------------------------- 2229 2230 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. 2231 // After calling Build(), you can query the rectangle position and render your pixels. 2232 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), 2233 // so you can render e.g. custom colorful icons and use them as regular glyphs. 2234 // Read docs/FONTS.txt for more details about using colorful icons. 2235 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList 2236 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 < 0x110000 to register a rectangle to map into a specific font. 2237 const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } 2238 2239 // [Internal] 2240 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; 2241 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); 2242 2243 //------------------------------------------- 2244 // Members 2245 //------------------------------------------- 2246 2247 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. 2248 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) 2249 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. 2250 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. 2251 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. 2252 2253 // [Internal] 2254 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. 2255 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight 2256 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 2257 int TexWidth; // Texture width calculated during Build(). 2258 int TexHeight; // Texture height calculated during Build(). 2259 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) 2260 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel 2261 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. 2262 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas. 2263 ImVector<ImFontConfig> ConfigData; // Internal data 2264 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList 2265 2266#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2267 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ 2268 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ 2269#endif 2270}; 2271 2272// Font runtime data and rendering 2273// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). 2274struct ImFont 2275{ 2276 // Members: Hot ~20/24 bytes (for CalcTextSize) 2277 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). 2278 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX 2279 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) 2280 2281 // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) 2282 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. 2283 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs. 2284 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) 2285 ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels 2286 2287 // Members: Cold ~32/40 bytes 2288 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into 2289 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData 2290 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. 2291 ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() 2292 ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. 2293 bool DirtyLookupTables; // 1 // out // 2294 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() 2295 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] 2296 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) 2297 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints. 2298 2299 // Methods 2300 IMGUI_API ImFont(); 2301 IMGUI_API ~ImFont(); 2302 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; 2303 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; 2304 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } 2305 bool IsLoaded() const { return ContainerAtlas != NULL; } 2306 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; } 2307 2308 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 2309 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. 2310 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 2311 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; 2312 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; 2313 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; 2314 2315 // [Internal] Don't use! 2316 IMGUI_API void BuildLookupTable(); 2317 IMGUI_API void ClearOutputData(); 2318 IMGUI_API void GrowIndex(int new_size); 2319 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); 2320 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. 2321 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); 2322 IMGUI_API void SetFallbackChar(ImWchar c); 2323 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); 2324}; 2325 2326#if defined(__clang__) 2327#pragma clang diagnostic pop 2328#elif defined(__GNUC__) 2329#pragma GCC diagnostic pop 2330#endif 2331 2332// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) 2333#ifdef IMGUI_INCLUDE_IMGUI_USER_H 2334#include "imgui_user.h" 2335#endif 2336 2337#endif // #ifndef IMGUI_DISABLE