1// dear imgui, v1.84 WIP
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. 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/3793 (please post your screenshots/video there!)
15// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17// - Issues & support https://github.com/ocornut/imgui/issues
18// - Discussions https://github.com/ocornut/imgui/discussions
19
20/*
21
22Index of this file:
23// [SECTION] Header mess
24// [SECTION] Forward declarations and basic types
25// [SECTION] Dear ImGui end-user API functions
26// [SECTION] Flags & Enumerations
27// [SECTION] Helpers: Memory allocations macros, ImVector<>
28// [SECTION] ImGuiStyle
29// [SECTION] ImGuiIO
30// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
31// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
32// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
33// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
34// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
35// [SECTION] Obsolete functions and types
36
37*/
38
39#pragma once
40
41// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
42#ifdef IMGUI_USER_CONFIG
43#include IMGUI_USER_CONFIG
44#endif
45#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
46#include "imconfig.h"
47#endif
48
49#ifndef IMGUI_DISABLE
50
51//-----------------------------------------------------------------------------
52// [SECTION] Header mess
53//-----------------------------------------------------------------------------
54
55// Includes
56#include <float.h> // FLT_MIN, FLT_MAX
57#include <stdarg.h> // va_list, va_start, va_end
58#include <stddef.h> // ptrdiff_t, NULL
59#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
60
61// Version
62// (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)
63#define IMGUI_VERSION "1.84 WIP"
64#define IMGUI_VERSION_NUM 18313
65#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
66#define IMGUI_HAS_TABLE
67
68// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
69// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
70// 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)
71#ifndef IMGUI_API
72#define IMGUI_API
73#endif
74#ifndef IMGUI_IMPL_API
75#define IMGUI_IMPL_API IMGUI_API
76#endif
77
78// Helper Macros
79#ifndef IM_ASSERT
80#include <assert.h>
81#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
82#endif
83#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
84#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
85#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
86#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
87#else
88#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
89#endif
90
91// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
92#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
93#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
94#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
95#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
96#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
97#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
98#else
99#define IM_FMTARGS(FMT)
100#define IM_FMTLIST(FMT)
101#endif
102
103// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
104#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
105#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
106#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
107#else
108#define IM_MSVC_RUNTIME_CHECKS_OFF
109#define IM_MSVC_RUNTIME_CHECKS_RESTORE
110#endif
111
112// Warnings
113#ifdef _MSC_VER
114#pragma warning (push)
115#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
116#endif
117#if defined(__clang__)
118#pragma clang diagnostic push
119#pragma clang diagnostic ignored "-Wold-style-cast"
120#if __has_warning("-Wzero-as-null-pointer-constant")
121#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
122#endif
123#elif defined(__GNUC__)
124#pragma GCC diagnostic push
125#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
126#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
127#endif
128
129//-----------------------------------------------------------------------------
130// [SECTION] Forward declarations and basic types
131//-----------------------------------------------------------------------------
132
133// Forward declarations
134struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
135struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
136struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
137struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
138struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
139struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
140struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
141struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
142struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
143struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
144struct ImFontConfig; // Configuration data when adding a font or merging fonts
145struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
146struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
147struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
148struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
149struct ImGuiIO; // Main configuration and I/O between your application and ImGui
150struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
151struct ImGuiListClipper; // Helper to manually clip large list of items
152struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
153struct ImGuiPayload; // User data payload for drag and drop operations
154struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
155struct ImGuiStorage; // Helper for key->value storage
156struct ImGuiStyle; // Runtime data for styling/colors
157struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
158struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
159struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
160struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
161struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
162
163// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
164// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
165// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
166// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
167typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
168typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
169typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
170typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
171typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
172typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
173typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
174typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
175typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
176typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
177typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
178typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
179typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
180typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
181typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
182typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
183typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
184typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
185typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
186typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
187typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
188typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
189typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
190typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
191typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
192typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
193typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
194typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
195typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
196typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
197typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
198typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
199typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
200typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
201typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
202
203// Other types
204#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
205typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
206#endif
207typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
208typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
209typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
210typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
211typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
212
213// Character types
214// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
215typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
216typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
217#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
218typedef ImWchar32 ImWchar;
219#else
220typedef ImWchar16 ImWchar;
221#endif
222
223// Basic scalar data types
224typedef signed char ImS8; // 8-bit signed integer
225typedef unsigned char ImU8; // 8-bit unsigned integer
226typedef signed short ImS16; // 16-bit signed integer
227typedef unsigned short ImU16; // 16-bit unsigned integer
228typedef signed int ImS32; // 32-bit signed integer == int
229typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
230#if defined(_MSC_VER) && !defined(__clang__)
231typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
232typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
233#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
234#include <stdint.h>
235typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
236typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
237#else
238typedef signed long long ImS64; // 64-bit signed integer (post C++11)
239typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
240#endif
241
242// 2D vector (often used to store positions or sizes)
243IM_MSVC_RUNTIME_CHECKS_OFF
244struct ImVec2
245{
246 float x, y;
247 ImVec2() { x = y = 0.0f; }
248 ImVec2(float _x, float _y) { x = _x; y = _y; }
249 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
250 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
251#ifdef IM_VEC2_CLASS_EXTRA
252 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.
253#endif
254};
255
256// 4D vector (often used to store floating-point colors)
257struct ImVec4
258{
259 float x, y, z, w;
260 ImVec4() { x = y = z = w = 0.0f; }
261 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
262#ifdef IM_VEC4_CLASS_EXTRA
263 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.
264#endif
265};
266IM_MSVC_RUNTIME_CHECKS_RESTORE
267
268//-----------------------------------------------------------------------------
269// [SECTION] Dear ImGui end-user API functions
270// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
271//-----------------------------------------------------------------------------
272
273namespace ImGui
274{
275 // Context creation and access
276 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
277 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
278 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
279 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
280 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
281 IMGUI_API ImGuiContext* GetCurrentContext();
282 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
283
284 // Main
285 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
286 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
287 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
288 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!
289 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
290 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
291
292 // Demo, Debug, Information
293 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
294 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
295 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
296 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)
297 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
298 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
299 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
300 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
301
302 // Styles
303 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
304 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
305 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
306
307 // Windows
308 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
309 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
310 // which clicking will set the boolean to false when clicked.
311 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
312 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
313 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
314 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
315 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
316 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
317 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
318 // - Note that the bottom of window stack always contains a window called "Debug".
319 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
320 IMGUI_API void End();
321
322 // Child Windows
323 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
324 // - 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).
325 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
326 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
327 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
328 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
329 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
330 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
331 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
332 IMGUI_API void EndChild();
333
334 // Windows Utilities
335 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
336 IMGUI_API bool IsWindowAppearing();
337 IMGUI_API bool IsWindowCollapsed();
338 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
339 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!
340 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
341 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
342 IMGUI_API ImVec2 GetWindowSize(); // get current window size
343 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
344 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
345
346 // Window manipulation
347 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
348 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.
349 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()
350 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.
351 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()
352 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
353 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
354 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.
355 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.
356 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.
357 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
358 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
359 IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
360 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
361 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.
362 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
363 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
364
365 // Content region
366 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
367 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
368 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
369 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
370 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
371 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
372 IMGUI_API float GetWindowContentRegionWidth(); //
373
374 // Windows Scrolling
375 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
376 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
377 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
378 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
379 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
380 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
381 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.
382 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.
383 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.
384 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.
385
386 // Parameters stacks (shared)
387 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
388 IMGUI_API void PopFont();
389 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
390 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
391 IMGUI_API void PopStyleColor(int count = 1);
392 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
393 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
394 IMGUI_API void PopStyleVar(int count = 1);
395 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
396 IMGUI_API void PopAllowKeyboardFocus();
397 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.
398 IMGUI_API void PopButtonRepeat();
399
400 // Parameters stacks (current window)
401 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
402 IMGUI_API void PopItemWidth();
403 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
404 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.
405 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
406 IMGUI_API void PopTextWrapPos();
407
408 // Style read access
409 // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
410 IMGUI_API ImFont* GetFont(); // get current font
411 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
412 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
413 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
414 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
415 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
416 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.
417
418 // Cursor / Layout
419 // - By "cursor" we mean the current output position.
420 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
421 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
422 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
423 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
424 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
425 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
426 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.
427 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
428 IMGUI_API void Spacing(); // add vertical spacing.
429 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.
430 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
431 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
432 IMGUI_API void BeginGroup(); // lock horizontal starting position
433 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.)
434 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
435 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
436 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
437 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
438 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
439 IMGUI_API void SetCursorPosY(float local_y); //
440 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
441 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
442 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
443 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)
444 IMGUI_API float GetTextLineHeight(); // ~ FontSize
445 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
446 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
447 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
448
449 // ID stack/scopes
450 // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
451 // - Those questions are answered and impacted by understanding of the ID stack system:
452 // - "Q: Why is my widget not reacting when I click on it?"
453 // - "Q: How can I have widgets with an empty label?"
454 // - "Q: How can I have multiple widgets with the same label?"
455 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
456 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
457 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
458 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
459 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
460 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
461 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
462 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
463 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
464 IMGUI_API void PopID(); // pop from the ID stack.
465 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
466 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
467 IMGUI_API ImGuiID GetID(const void* ptr_id);
468
469 // Widgets: Text
470 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.
471 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
472 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
473 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
474 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
475 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
476 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
477 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().
478 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
479 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
480 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
481 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
482 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
483
484 // Widgets: Main
485 // - Most widgets return true when the value has been changed or when pressed/selected
486 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
487 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
488 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
489 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
490 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
491 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));
492 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
493 IMGUI_API bool Checkbox(const char* label, bool* v);
494 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
495 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
496 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
497 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
498 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
499 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
500
501 // Widgets: Combo Box
502 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
503 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
504 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
505 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
506 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
507 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"
508 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);
509
510 // Widgets: Drag Sliders
511 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
512 // - 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
513 // - 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.
514 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
515 // - 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).
516 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
517 // - 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.
518 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
519 // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
520 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
521 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
522 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
523 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
524 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
525 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
526 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
527 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
528 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
529 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
530 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
531 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
532 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
533
534 // Widgets: Regular Sliders
535 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
536 // - 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.
537 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
538 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
539 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
540 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
541 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
542 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
543 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
544 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
545 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
546 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
547 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
548 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
549 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
550 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
551 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
552 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
553 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
554
555 // Widgets: Input with Keyboard
556 // - 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.
557 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
558 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
559 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);
560 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);
561 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);
562 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
563 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
564 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
565 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
566 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
567 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
568 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
569 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);
570 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);
571 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);
572
573 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
574 // - 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.
575 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
576 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
577 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
578 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
579 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
580 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
581 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.
582
583 // Widgets: Trees
584 // - 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.
585 IMGUI_API bool TreeNode(const char* label);
586 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().
587 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
588 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
589 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
590 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
591 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
592 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
593 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
594 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
595 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.
596 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
597 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
598 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
599 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().
600 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
601 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
602
603 // Widgets: Selectables
604 // - A selectable highlights when hovered, and can display another color when selected.
605 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
606 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
607 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.
608
609 // Widgets: List Boxes
610 // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
611 // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
612 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
613 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
614 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
615 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
616 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
617 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
618 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);
619
620 // Widgets: Data Plotting
621 // - Consider using ImPlot (https://github.com/epezent/implot)
622 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));
623 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));
624 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));
625 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));
626
627 // Widgets: Value() Helpers.
628 // - 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)
629 IMGUI_API void Value(const char* prefix, bool b);
630 IMGUI_API void Value(const char* prefix, int v);
631 IMGUI_API void Value(const char* prefix, unsigned int v);
632 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
633
634 // Widgets: Menus
635 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
636 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
637 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
638 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
639 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
640 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
641 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
642 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
643 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
644 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
645 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
646 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
647
648 // Tooltips
649 // - Tooltip are windows following the mouse. They do not take focus away.
650 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
651 IMGUI_API void EndTooltip();
652 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().
653 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
654
655 // Popups, Modals
656 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
657 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
658 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
659 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
660 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
661 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
662 // This is sometimes leading to confusing mistakes. May rework this in the future.
663
664 // Popups: begin/end functions
665 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
666 // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
667 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.
668 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
669 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
670
671 // Popups: open/close functions
672 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
673 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
674 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
675 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
676 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
677 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
678 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
679 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
680 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
681 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
682
683 // Popups: open+begin combined functions helpers
684 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
685 // - They are convenient to easily create context menus, hence the name.
686 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
687 // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
688 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
689 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
690 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
691
692 // Popups: query functions
693 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
694 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
695 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
696 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
697
698 // Tables
699 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
700 // - Full-featured replacement for old Columns API.
701 // - See Demo->Tables for demo code.
702 // - See top of imgui_tables.cpp for general commentary.
703 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
704 // The typical call flow is:
705 // - 1. Call BeginTable().
706 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
707 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
708 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
709 // - 5. Populate contents:
710 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
711 // - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
712 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
713 // TableNextColumn() will automatically wrap-around into the next row if needed.
714 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
715 // - Summary of possible call flow:
716 // --------------------------------------------------------------------------------------------------------
717 // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
718 // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
719 // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
720 // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
721 // --------------------------------------------------------------------------------------------------------
722 // - 5. Call EndTable()
723 IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
724 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
725 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
726 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
727 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
728
729 // Tables: Headers & Columns declaration
730 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
731 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
732 // Headers are required to perform: reordering, sorting, and opening the context menu.
733 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
734 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
735 // some advanced use cases (e.g. adding custom widgets in header row).
736 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
737 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
738 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
739 IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
740 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
741
742 // Tables: Sorting
743 // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
744 // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
745 // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
746 // wastefully sort your data every frame!
747 // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
748 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
749
750 // Tables: Miscellaneous functions
751 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
752 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
753 IMGUI_API int TableGetColumnIndex(); // return current column index.
754 IMGUI_API int TableGetRowIndex(); // return current row index.
755 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
756 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
757 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
758 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
759
760 // Legacy Columns API (prefer using Tables!)
761 // - You can also use SameLine(pos_x) to mimic simplified columns.
762 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
763 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
764 IMGUI_API int GetColumnIndex(); // get current column index
765 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
766 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
767 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
768 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
769 IMGUI_API int GetColumnsCount();
770
771 // Tab Bars, Tabs
772 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
773 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
774 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
775 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
776 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
777 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.
778
779 // Logging/Capture
780 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
781 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
782 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
783 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
784 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
785 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
786 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
787 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
788
789 // Drag and Drop
790 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
791 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
792 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
793 // - An item can be both drag source and drop target.
794 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
795 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.
796 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
797 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
798 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.
799 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
800 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.
801
802 // Clipping
803 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
804 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
805 IMGUI_API void PopClipRect();
806
807 // Focus, Activation
808 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
809 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
810 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.
811
812 // Item/Widgets Utilities and Query Functions
813 // - Most of the functions are referring to the previous Item that has been submitted.
814 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
815 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.
816 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)
817 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
818 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
819 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
820 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.
821 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
822 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.
823 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).
824 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
825 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
826 IMGUI_API bool IsAnyItemActive(); // is any item active?
827 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
828 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
829 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
830 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
831 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.
832
833 // Viewports
834 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
835 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
836 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
837 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
838
839 // Miscellaneous Utilities
840 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
841 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.
842 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
843 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
844 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
845 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
846 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
847 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
848 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)
849 IMGUI_API ImGuiStorage* GetStateStorage();
850 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.
851 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
852 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
853
854 // Text Utilities
855 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
856
857 // Color Utilities
858 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
859 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
860 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
861 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
862
863 // Inputs Utilities: Keyboard
864 // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
865 // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
866 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
867 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
868 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
869 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
870 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
871 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.
872
873 // Inputs Utilities: Mouse
874 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
875 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
876 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
877 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
878 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
879 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
880 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
881 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.
882 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
883 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
884 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
885 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)
886 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
887 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)
888 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
889 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
890 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
891 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.
892
893 // Clipboard Utilities
894 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
895 IMGUI_API const char* GetClipboardText();
896 IMGUI_API void SetClipboardText(const char* text);
897
898 // Settings/.Ini Utilities
899 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
900 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
901 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
902 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
903 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.
904 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).
905 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.
906
907 // Debug Utilities
908 // - This is used by the IMGUI_CHECKVERSION() macro.
909 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.
910
911 // Memory Allocators
912 // - Those functions are not reliant on the current context.
913 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
914 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
915 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
916 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
917 IMGUI_API void* MemAlloc(size_t size);
918 IMGUI_API void MemFree(void* ptr);
919
920} // namespace ImGui
921
922//-----------------------------------------------------------------------------
923// [SECTION] Flags & Enumerations
924//-----------------------------------------------------------------------------
925
926// Flags for ImGui::Begin()
927enum ImGuiWindowFlags_
928{
929 ImGuiWindowFlags_None = 0,
930 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
931 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
932 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
933 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
934 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.
935 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
936 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
937 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
938 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
939 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
940 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
941 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.
942 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
943 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
944 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
945 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
946 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
947 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
948 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
949 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
950 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
951 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
952 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
953
954 // [Internal]
955 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!)
956 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
957 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
958 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
959 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
960 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
961
962 // [Obsolete]
963 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
964};
965
966// Flags for ImGui::InputText()
967enum ImGuiInputTextFlags_
968{
969 ImGuiInputTextFlags_None = 0,
970 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
971 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
972 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
973 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
974 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
975 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.
976 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
977 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
978 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
979 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.
980 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
981 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).
982 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
983 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
984 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
985 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
986 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().
987 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
988 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)
989 ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
990
991 // Obsolete names (will be removed soon)
992#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
993 , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
994#endif
995};
996
997// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
998enum ImGuiTreeNodeFlags_
999{
1000 ImGuiTreeNodeFlags_None = 0,
1001 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1002 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1003 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1004 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1005 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1006 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1007 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1008 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.
1009 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1010 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
1011 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().
1012 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.
1013 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1014 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1015 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1016 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
1017};
1018
1019// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1020// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1021// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1022// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1023// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1024// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1025// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
1026// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1027enum ImGuiPopupFlags_
1028{
1029 ImGuiPopupFlags_None = 0,
1030 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1031 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1032 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1033 ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1034 ImGuiPopupFlags_MouseButtonDefault_ = 1,
1035 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1036 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1037 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1038 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1039 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
1040};
1041
1042// Flags for ImGui::Selectable()
1043enum ImGuiSelectableFlags_
1044{
1045 ImGuiSelectableFlags_None = 0,
1046 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
1047 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
1048 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1049 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1050 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
1051};
1052
1053// Flags for ImGui::BeginCombo()
1054enum ImGuiComboFlags_
1055{
1056 ImGuiComboFlags_None = 0,
1057 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1058 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()
1059 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1060 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1061 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1062 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1063 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1064 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
1065};
1066
1067// Flags for ImGui::BeginTabBar()
1068enum ImGuiTabBarFlags_
1069{
1070 ImGuiTabBarFlags_None = 0,
1071 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1072 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1073 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1074 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.
1075 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1076 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1077 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1078 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1079 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1080 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
1081};
1082
1083// Flags for ImGui::BeginTabItem()
1084enum ImGuiTabItemFlags_
1085{
1086 ImGuiTabItemFlags_None = 0,
1087 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1088 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1089 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.
1090 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1091 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1092 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1093 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1094 ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1095};
1096
1097// Flags for ImGui::BeginTable()
1098// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
1099// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
1100// Read comments/demos carefully + experiment with live demos to get acquainted with them.
1101// - The DEFAULT sizing policies are:
1102// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1103// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1104// - When ScrollX is off:
1105// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1106// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1107// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
1108// - Stretch Columns will share the remaining width.
1109// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1110// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1111// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1112// - When ScrollX is on:
1113// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1114// - Columns sizing policy allowed: Fixed/Auto mostly.
1115// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
1116// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1117// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1118// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1119// - Read on documentation at the top of imgui_tables.cpp for details.
1120enum ImGuiTableFlags_
1121{
1122 // Features
1123 ImGuiTableFlags_None = 0,
1124 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1125 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1126 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1127 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1128 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1129 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1130 // Decorations
1131 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1132 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1133 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1134 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1135 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1136 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1137 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1138 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1139 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1140 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1141 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
1142 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
1143 // Sizing Policy (read above for defaults)
1144 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1145 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1146 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1147 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1148 // Sizing Extra Options
1149 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1150 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1151 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1152 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1153 // Clipping
1154 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1155 // Padding
1156 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
1157 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
1158 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1159 // Scrolling
1160 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
1161 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1162 // Sorting
1163 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1164 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1165
1166 // [Internal] Combinations and masks
1167 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
1168
1169 // Obsolete names (will be removed soon)
1170#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1171 //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
1172 //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
1173#endif
1174};
1175
1176// Flags for ImGui::TableSetupColumn()
1177enum ImGuiTableColumnFlags_
1178{
1179 // Input configuration flags
1180 ImGuiTableColumnFlags_None = 0,
1181 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1182 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1183 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1184 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1185 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1186 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1187 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1188 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1189 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1190 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1191 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1192 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1193 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
1194 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1195 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1196 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1197 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1198 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1199
1200 // Output status flags, read-only via TableGetColumnFlags()
1201 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1202 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1203 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1204 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1205
1206 // [Internal] Combinations and masks
1207 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1208 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1209 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1210 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1211
1212 // Obsolete names (will be removed soon)
1213#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1214 //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
1215#endif
1216};
1217
1218// Flags for ImGui::TableNextRow()
1219enum ImGuiTableRowFlags_
1220{
1221 ImGuiTableRowFlags_None = 0,
1222 ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
1223};
1224
1225// Enum for ImGui::TableSetBgColor()
1226// Background colors are rendering in 3 layers:
1227// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1228// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1229// - Layer 2: draw with CellBg color if set.
1230// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
1231// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1232// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1233// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1234enum ImGuiTableBgTarget_
1235{
1236 ImGuiTableBgTarget_None = 0,
1237 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1238 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1239 ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
1240};
1241
1242// Flags for ImGui::IsWindowFocused()
1243enum ImGuiFocusedFlags_
1244{
1245 ImGuiFocusedFlags_None = 0,
1246 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
1247 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
1248 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!
1249 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
1250};
1251
1252// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1253// 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!
1254// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1255enum ImGuiHoveredFlags_
1256{
1257 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.
1258 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1259 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1260 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1261 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
1262 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1263 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1264 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
1265 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
1266 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1267 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
1268};
1269
1270// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1271enum ImGuiDragDropFlags_
1272{
1273 ImGuiDragDropFlags_None = 0,
1274 // BeginDragDropSource() flags
1275 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.
1276 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.
1277 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.
1278 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.
1279 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.
1280 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1281 // AcceptDragDropPayload() flags
1282 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.
1283 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1284 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1285 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
1286};
1287
1288// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1289#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1290#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1291
1292// A primary data type
1293enum ImGuiDataType_
1294{
1295 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1296 ImGuiDataType_U8, // unsigned char
1297 ImGuiDataType_S16, // short
1298 ImGuiDataType_U16, // unsigned short
1299 ImGuiDataType_S32, // int
1300 ImGuiDataType_U32, // unsigned int
1301 ImGuiDataType_S64, // long long / __int64
1302 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1303 ImGuiDataType_Float, // float
1304 ImGuiDataType_Double, // double
1305 ImGuiDataType_COUNT
1306};
1307
1308// A cardinal direction
1309enum ImGuiDir_
1310{
1311 ImGuiDir_None = -1,
1312 ImGuiDir_Left = 0,
1313 ImGuiDir_Right = 1,
1314 ImGuiDir_Up = 2,
1315 ImGuiDir_Down = 3,
1316 ImGuiDir_COUNT
1317};
1318
1319// A sorting direction
1320enum ImGuiSortDirection_
1321{
1322 ImGuiSortDirection_None = 0,
1323 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1324 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1325};
1326
1327// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
1328enum ImGuiKey_
1329{
1330 ImGuiKey_Tab,
1331 ImGuiKey_LeftArrow,
1332 ImGuiKey_RightArrow,
1333 ImGuiKey_UpArrow,
1334 ImGuiKey_DownArrow,
1335 ImGuiKey_PageUp,
1336 ImGuiKey_PageDown,
1337 ImGuiKey_Home,
1338 ImGuiKey_End,
1339 ImGuiKey_Insert,
1340 ImGuiKey_Delete,
1341 ImGuiKey_Backspace,
1342 ImGuiKey_Space,
1343 ImGuiKey_Enter,
1344 ImGuiKey_Escape,
1345 ImGuiKey_KeyPadEnter,
1346 ImGuiKey_A, // for text edit CTRL+A: select all
1347 ImGuiKey_C, // for text edit CTRL+C: copy
1348 ImGuiKey_V, // for text edit CTRL+V: paste
1349 ImGuiKey_X, // for text edit CTRL+X: cut
1350 ImGuiKey_Y, // for text edit CTRL+Y: redo
1351 ImGuiKey_Z, // for text edit CTRL+Z: undo
1352 ImGuiKey_COUNT
1353};
1354
1355// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
1356enum ImGuiKeyModFlags_
1357{
1358 ImGuiKeyModFlags_None = 0,
1359 ImGuiKeyModFlags_Ctrl = 1 << 0,
1360 ImGuiKeyModFlags_Shift = 1 << 1,
1361 ImGuiKeyModFlags_Alt = 1 << 2,
1362 ImGuiKeyModFlags_Super = 1 << 3
1363};
1364
1365// Gamepad/Keyboard navigation
1366// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
1367// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
1368// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
1369enum ImGuiNavInput_
1370{
1371 // Gamepad Mapping
1372 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
1373 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
1374 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
1375 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
1376 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
1377 ImGuiNavInput_DpadRight, //
1378 ImGuiNavInput_DpadUp, //
1379 ImGuiNavInput_DpadDown, //
1380 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
1381 ImGuiNavInput_LStickRight, //
1382 ImGuiNavInput_LStickUp, //
1383 ImGuiNavInput_LStickDown, //
1384 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1385 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1386 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1387 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1388
1389 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1390 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1391 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
1392 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
1393 ImGuiNavInput_KeyRight_, // move right
1394 ImGuiNavInput_KeyUp_, // move up
1395 ImGuiNavInput_KeyDown_, // move down
1396 ImGuiNavInput_COUNT,
1397 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
1398};
1399
1400// Configuration flags stored in io.ConfigFlags. Set by user/application.
1401enum ImGuiConfigFlags_
1402{
1403 ImGuiConfigFlags_None = 0,
1404 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1405 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1406 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1407 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1408 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1409 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1410
1411 // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1412 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1413 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1414};
1415
1416// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1417enum ImGuiBackendFlags_
1418{
1419 ImGuiBackendFlags_None = 0,
1420 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1421 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1422 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1423 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1424};
1425
1426// Enumeration for PushStyleColor() / PopStyleColor()
1427enum ImGuiCol_
1428{
1429 ImGuiCol_Text,
1430 ImGuiCol_TextDisabled,
1431 ImGuiCol_WindowBg, // Background of normal windows
1432 ImGuiCol_ChildBg, // Background of child windows
1433 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1434 ImGuiCol_Border,
1435 ImGuiCol_BorderShadow,
1436 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1437 ImGuiCol_FrameBgHovered,
1438 ImGuiCol_FrameBgActive,
1439 ImGuiCol_TitleBg,
1440 ImGuiCol_TitleBgActive,
1441 ImGuiCol_TitleBgCollapsed,
1442 ImGuiCol_MenuBarBg,
1443 ImGuiCol_ScrollbarBg,
1444 ImGuiCol_ScrollbarGrab,
1445 ImGuiCol_ScrollbarGrabHovered,
1446 ImGuiCol_ScrollbarGrabActive,
1447 ImGuiCol_CheckMark,
1448 ImGuiCol_SliderGrab,
1449 ImGuiCol_SliderGrabActive,
1450 ImGuiCol_Button,
1451 ImGuiCol_ButtonHovered,
1452 ImGuiCol_ButtonActive,
1453 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1454 ImGuiCol_HeaderHovered,
1455 ImGuiCol_HeaderActive,
1456 ImGuiCol_Separator,
1457 ImGuiCol_SeparatorHovered,
1458 ImGuiCol_SeparatorActive,
1459 ImGuiCol_ResizeGrip,
1460 ImGuiCol_ResizeGripHovered,
1461 ImGuiCol_ResizeGripActive,
1462 ImGuiCol_Tab,
1463 ImGuiCol_TabHovered,
1464 ImGuiCol_TabActive,
1465 ImGuiCol_TabUnfocused,
1466 ImGuiCol_TabUnfocusedActive,
1467 ImGuiCol_PlotLines,
1468 ImGuiCol_PlotLinesHovered,
1469 ImGuiCol_PlotHistogram,
1470 ImGuiCol_PlotHistogramHovered,
1471 ImGuiCol_TableHeaderBg, // Table header background
1472 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1473 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1474 ImGuiCol_TableRowBg, // Table row background (even rows)
1475 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1476 ImGuiCol_TextSelectedBg,
1477 ImGuiCol_DragDropTarget,
1478 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1479 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1480 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1481 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1482 ImGuiCol_COUNT
1483};
1484
1485// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1486// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1487// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1488// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1489// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1490// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1491// - 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.
1492enum ImGuiStyleVar_
1493{
1494 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1495 ImGuiStyleVar_Alpha, // float Alpha
1496 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1497 ImGuiStyleVar_WindowRounding, // float WindowRounding
1498 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1499 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1500 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1501 ImGuiStyleVar_ChildRounding, // float ChildRounding
1502 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1503 ImGuiStyleVar_PopupRounding, // float PopupRounding
1504 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1505 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1506 ImGuiStyleVar_FrameRounding, // float FrameRounding
1507 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1508 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1509 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1510 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1511 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1512 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1513 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1514 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1515 ImGuiStyleVar_GrabRounding, // float GrabRounding
1516 ImGuiStyleVar_TabRounding, // float TabRounding
1517 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1518 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1519 ImGuiStyleVar_COUNT
1520};
1521
1522// Flags for InvisibleButton() [extended in imgui_internal.h]
1523enum ImGuiButtonFlags_
1524{
1525 ImGuiButtonFlags_None = 0,
1526 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1527 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1528 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1529
1530 // [Internal]
1531 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1532 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
1533};
1534
1535// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1536enum ImGuiColorEditFlags_
1537{
1538 ImGuiColorEditFlags_None = 0,
1539 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1540 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1541 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1542 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1543 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1544 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1545 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1546 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1547 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1548 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1549
1550 // User Options (right-click on widget to change some of them).
1551 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1552 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1553 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1554 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).
1555 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.
1556 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1557 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1558 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1559 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.
1560 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1561 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1562 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1563 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1564
1565 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1566 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1567 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1568
1569 // [Internal] Masks
1570 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1571 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1572 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1573 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
1574
1575 // Obsolete names (will be removed)
1576#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1577 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1578#endif
1579};
1580
1581// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1582// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1583enum ImGuiSliderFlags_
1584{
1585 ImGuiSliderFlags_None = 0,
1586 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1587 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1588 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1589 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1590 ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1591
1592 // Obsolete names (will be removed)
1593#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1594 , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
1595#endif
1596};
1597
1598// Identify a mouse button.
1599// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1600enum ImGuiMouseButton_
1601{
1602 ImGuiMouseButton_Left = 0,
1603 ImGuiMouseButton_Right = 1,
1604 ImGuiMouseButton_Middle = 2,
1605 ImGuiMouseButton_COUNT = 5
1606};
1607
1608// Enumeration for GetMouseCursor()
1609// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1610enum ImGuiMouseCursor_
1611{
1612 ImGuiMouseCursor_None = -1,
1613 ImGuiMouseCursor_Arrow = 0,
1614 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1615 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1616 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1617 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1618 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1619 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1620 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1621 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1622 ImGuiMouseCursor_COUNT
1623};
1624
1625// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1626// Represent a condition.
1627// 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.
1628enum ImGuiCond_
1629{
1630 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1631 ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
1632 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1633 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1634 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1635};
1636
1637//-----------------------------------------------------------------------------
1638// [SECTION] Helpers: Memory allocations macros, ImVector<>
1639//-----------------------------------------------------------------------------
1640
1641//-----------------------------------------------------------------------------
1642// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1643// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1644// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1645//-----------------------------------------------------------------------------
1646
1647struct ImNewWrapper {};
1648inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1649inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1650#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1651#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1652#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1653#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1654template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1655
1656//-----------------------------------------------------------------------------
1657// ImVector<>
1658// 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).
1659//-----------------------------------------------------------------------------
1660// - 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.
1661// - We use std-like naming convention here, which is a little unusual for this codebase.
1662// - 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.
1663// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1664// 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.
1665//-----------------------------------------------------------------------------
1666
1667IM_MSVC_RUNTIME_CHECKS_OFF
1668template<typename T>
1669struct ImVector
1670{
1671 int Size;
1672 int Capacity;
1673 T* Data;
1674
1675 // Provide standard typedefs but we don't use them ourselves.
1676 typedef T value_type;
1677 typedef value_type* iterator;
1678 typedef const value_type* const_iterator;
1679
1680 // Constructors, destructor
1681 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1682 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1683 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1684 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1685
1686 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
1687 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
1688 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
1689
1690 inline bool empty() const { return Size == 0; }
1691 inline int size() const { return Size; }
1692 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1693 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1694 inline int capacity() const { return Capacity; }
1695 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1696 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1697
1698 inline T* begin() { return Data; }
1699 inline const T* begin() const { return Data; }
1700 inline T* end() { return Data + Size; }
1701 inline const T* end() const { return Data + Size; }
1702 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1703 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1704 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1705 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1706 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; }
1707
1708 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1709 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1710 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; }
1711 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
1712 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; }
1713
1714 // 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.
1715 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1716 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1717 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1718 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; }
1719 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; }
1720 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; }
1721 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; }
1722 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; }
1723 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; }
1724 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; }
1725 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1726 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1727 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; }
1728};
1729IM_MSVC_RUNTIME_CHECKS_RESTORE
1730
1731//-----------------------------------------------------------------------------
1732// [SECTION] ImGuiStyle
1733//-----------------------------------------------------------------------------
1734// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1735// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1736// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1737//-----------------------------------------------------------------------------
1738
1739struct ImGuiStyle
1740{
1741 float Alpha; // Global alpha applies to everything in Dear ImGui.
1742 ImVec2 WindowPadding; // Padding within a window.
1743 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1744 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).
1745 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1746 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1747 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1748 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1749 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).
1750 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1751 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).
1752 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1753 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1754 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).
1755 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1756 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1757 ImVec2 CellPadding; // Padding within a table cell
1758 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!
1759 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1760 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1761 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1762 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1763 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1764 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1765 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1766 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1767 float TabBorderSize; // Thickness of border around tabs.
1768 float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1769 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1770 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1771 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.
1772 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1773 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!
1774 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1775 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1776 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
1777 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1778 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.
1779 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1780 ImVec4 Colors[ImGuiCol_COUNT];
1781
1782 IMGUI_API ImGuiStyle();
1783 IMGUI_API void ScaleAllSizes(float scale_factor);
1784};
1785
1786//-----------------------------------------------------------------------------
1787// [SECTION] ImGuiIO
1788//-----------------------------------------------------------------------------
1789// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1790// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1791//-----------------------------------------------------------------------------
1792
1793struct ImGuiIO
1794{
1795 //------------------------------------------------------------------
1796 // Configuration (fill once) // Default value
1797 //------------------------------------------------------------------
1798
1799 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1800 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1801 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
1802 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1803 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1804 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
1805 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1806 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1807 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1808 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1809 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1810 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1811 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1812 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1813
1814 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1815 float FontGlobalScale; // = 1.0f // Global scale all fonts
1816 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1817 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1818 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.
1819
1820 // Miscellaneous options
1821 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
1822 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.
1823 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
1824 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1825 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)
1826 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1827 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1828
1829 //------------------------------------------------------------------
1830 // Platform Functions
1831 // (the imgui_impl_xxxx backend files are setting those up for you)
1832 //------------------------------------------------------------------
1833
1834 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1835 const char* BackendPlatformName; // = NULL
1836 const char* BackendRendererName; // = NULL
1837 void* BackendPlatformUserData; // = NULL // User data for platform backend
1838 void* BackendRendererUserData; // = NULL // User data for renderer backend
1839 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
1840
1841 // Optional: Access OS clipboard
1842 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1843 const char* (*GetClipboardTextFn)(void* user_data);
1844 void (*SetClipboardTextFn)(void* user_data, const char* text);
1845 void* ClipboardUserData;
1846
1847 // 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)
1848 // (default to use native imm32 api on Windows)
1849 void (*ImeSetInputScreenPosFn)(int x, int y);
1850 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1851
1852 //------------------------------------------------------------------
1853 // Input - Fill before calling NewFrame()
1854 //------------------------------------------------------------------
1855
1856 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1857 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1858 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1859 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
1860 bool KeyCtrl; // Keyboard modifier pressed: Control
1861 bool KeyShift; // Keyboard modifier pressed: Shift
1862 bool KeyAlt; // Keyboard modifier pressed: Alt
1863 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1864 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).
1865 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1866
1867 // Functions
1868 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1869 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
1870 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1871 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1872
1873 //------------------------------------------------------------------
1874 // Output - Updated by NewFrame() or EndFrame()/Render()
1875 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1876 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1877 //------------------------------------------------------------------
1878
1879 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.).
1880 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.).
1881 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).
1882 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1883 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!
1884 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.
1885 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1886 float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
1887 int MetricsRenderVertices; // Vertices output during last call to Render()
1888 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1889 int MetricsRenderWindows; // Number of visible windows
1890 int MetricsActiveWindows; // Number of active windows
1891 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1892 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.
1893
1894 //------------------------------------------------------------------
1895 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
1896 //------------------------------------------------------------------
1897
1898 ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1899 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1900 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1901 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1902 bool MouseClicked[5]; // Mouse button went from !Down to Down
1903 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1904 bool MouseReleased[5]; // Mouse button went from Down to !Down
1905 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.
1906 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1907 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1908 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1909 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1910 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1911 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1912 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1913 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1914 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1915 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
1916 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
1917 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
1918
1919 IMGUI_API ImGuiIO();
1920};
1921
1922//-----------------------------------------------------------------------------
1923// [SECTION] Misc data structures
1924//-----------------------------------------------------------------------------
1925
1926// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1927// The callback function should return 0 by default.
1928// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1929// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1930// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1931// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1932// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1933// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1934// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1935struct ImGuiInputTextCallbackData
1936{
1937 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1938 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1939 void* UserData; // What user passed to InputText() // Read-only
1940
1941 // Arguments for the different callback events
1942 // - 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.
1943 // - 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.
1944 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;
1945 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1946 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1947 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()
1948 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
1949 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1950 int CursorPos; // // Read-write // [Completion,History,Always]
1951 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1952 int SelectionEnd; // // Read-write // [Completion,History,Always]
1953
1954 // Helper functions for text manipulation.
1955 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1956 IMGUI_API ImGuiInputTextCallbackData();
1957 IMGUI_API void DeleteChars(int pos, int bytes_count);
1958 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1959 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
1960 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
1961 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1962};
1963
1964// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1965// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1966struct ImGuiSizeCallbackData
1967{
1968 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1969 ImVec2 Pos; // Read-only. Window position, for reference.
1970 ImVec2 CurrentSize; // Read-only. Current window size.
1971 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1972};
1973
1974// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1975struct ImGuiPayload
1976{
1977 // Members
1978 void* Data; // Data (copied and owned by dear imgui)
1979 int DataSize; // Data size
1980
1981 // [Internal]
1982 ImGuiID SourceId; // Source item id
1983 ImGuiID SourceParentId; // Source parent id (if available)
1984 int DataFrameCount; // Data timestamp
1985 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
1986 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1987 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1988
1989 ImGuiPayload() { Clear(); }
1990 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1991 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1992 bool IsPreview() const { return Preview; }
1993 bool IsDelivery() const { return Delivery; }
1994};
1995
1996// Sorting specification for one column of a table (sizeof == 12 bytes)
1997struct ImGuiTableColumnSortSpecs
1998{
1999 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2000 ImS16 ColumnIndex; // Index of the column
2001 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2002 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
2003
2004 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2005};
2006
2007// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2008// Obtained by calling TableGetSortSpecs().
2009// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2010// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2011struct ImGuiTableSortSpecs
2012{
2013 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2014 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2015 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2016
2017 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2018};
2019
2020//-----------------------------------------------------------------------------
2021// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
2022//-----------------------------------------------------------------------------
2023
2024// Helper: Unicode defines
2025#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2026#ifdef IMGUI_USE_WCHAR32
2027#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2028#else
2029#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2030#endif
2031
2032// 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.
2033// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2034struct ImGuiOnceUponAFrame
2035{
2036 ImGuiOnceUponAFrame() { RefFrame = -1; }
2037 mutable int RefFrame;
2038 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2039};
2040
2041// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2042struct ImGuiTextFilter
2043{
2044 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2045 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2046 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2047 IMGUI_API void Build();
2048 void Clear() { InputBuf[0] = 0; Build(); }
2049 bool IsActive() const { return !Filters.empty(); }
2050
2051 // [Internal]
2052 struct ImGuiTextRange
2053 {
2054 const char* b;
2055 const char* e;
2056
2057 ImGuiTextRange() { b = e = NULL; }
2058 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2059 bool empty() const { return b == e; }
2060 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2061 };
2062 char InputBuf[256];
2063 ImVector<ImGuiTextRange>Filters;
2064 int CountGrep;
2065};
2066
2067// Helper: Growable text buffer for logging/accumulating text
2068// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2069struct ImGuiTextBuffer
2070{
2071 ImVector<char> Buf;
2072 IMGUI_API static char EmptyString[1];
2073
2074 ImGuiTextBuffer() { }
2075 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2076 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2077 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2078 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2079 bool empty() const { return Buf.Size <= 1; }
2080 void clear() { Buf.clear(); }
2081 void reserve(int capacity) { Buf.reserve(capacity); }
2082 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2083 IMGUI_API void append(const char* str, const char* str_end = NULL);
2084 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2085 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2086};
2087
2088// Helper: Key->Value storage
2089// Typically you don't have to worry about this since a storage is held within each Window.
2090// We use it to e.g. store collapse state for a tree (Int 0/1)
2091// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2092// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2093// - 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).
2094// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2095// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2096struct ImGuiStorage
2097{
2098 // [Internal]
2099 struct ImGuiStoragePair
2100 {
2101 ImGuiID key;
2102 union { int val_i; float val_f; void* val_p; };
2103 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
2104 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
2105 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
2106 };
2107
2108 ImVector<ImGuiStoragePair> Data;
2109
2110 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2111 // - Set***() functions find pair, insertion on demand if missing.
2112 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2113 void Clear() { Data.clear(); }
2114 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2115 IMGUI_API void SetInt(ImGuiID key, int val);
2116 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2117 IMGUI_API void SetBool(ImGuiID key, bool val);
2118 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2119 IMGUI_API void SetFloat(ImGuiID key, float val);
2120 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2121 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2122
2123 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2124 // - 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.
2125 // - 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)
2126 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2127 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2128 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2129 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2130 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2131
2132 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2133 IMGUI_API void SetAllInt(int val);
2134
2135 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2136 IMGUI_API void BuildSortByKey();
2137};
2138
2139// Helper: Manually clip large list of items.
2140// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
2141// clipping based on visibility to save yourself from processing those items at all.
2142// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2143// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
2144// Usage:
2145// ImGuiListClipper clipper;
2146// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2147// while (clipper.Step())
2148// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2149// ImGui::Text("line number %d", i);
2150// Generally what happens is:
2151// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2152// - User code submit one element.
2153// - Clipper can measure the height of the first element
2154// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2155// - User code submit visible elements.
2156struct ImGuiListClipper
2157{
2158 int DisplayStart;
2159 int DisplayEnd;
2160
2161 // [Internal]
2162 int ItemsCount;
2163 int StepNo;
2164 int ItemsFrozen;
2165 float ItemsHeight;
2166 float StartPosY;
2167
2168 IMGUI_API ImGuiListClipper();
2169 IMGUI_API ~ImGuiListClipper();
2170
2171 // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2172 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2173 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.
2174 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2175 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2176
2177#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2178 inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2179#endif
2180};
2181
2182// Helpers macros to generate 32-bit encoded colors
2183#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2184#define IM_COL32_R_SHIFT 16
2185#define IM_COL32_G_SHIFT 8
2186#define IM_COL32_B_SHIFT 0
2187#define IM_COL32_A_SHIFT 24
2188#define IM_COL32_A_MASK 0xFF000000
2189#else
2190#define IM_COL32_R_SHIFT 0
2191#define IM_COL32_G_SHIFT 8
2192#define IM_COL32_B_SHIFT 16
2193#define IM_COL32_A_SHIFT 24
2194#define IM_COL32_A_MASK 0xFF000000
2195#endif
2196#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))
2197#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2198#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2199#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2200
2201// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2202// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2203// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2204// **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.
2205struct ImColor
2206{
2207 ImVec4 Value;
2208
2209 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
2210 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; }
2211 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; }
2212 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
2213 ImColor(const ImVec4& col) { Value = col; }
2214 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2215 inline operator ImVec4() const { return Value; }
2216
2217 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2218 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; }
2219 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); }
2220};
2221
2222//-----------------------------------------------------------------------------
2223// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2224// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2225//-----------------------------------------------------------------------------
2226
2227// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2228#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2229#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2230#endif
2231
2232// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2233// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2234// you can poke into the draw list for that! Draw callback may be useful for example to:
2235// A) Change your GPU render state,
2236// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2237// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2238// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2239#ifndef ImDrawCallback
2240typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2241#endif
2242
2243// Special Draw callback value to request renderer backend to reset the graphics/render state.
2244// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2245// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2246// 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).
2247#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
2248
2249// Typically, 1 command = 1 GPU draw call (unless command is a callback)
2250// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2251// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2252// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
2253// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2254struct ImDrawCmd
2255{
2256 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2257 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2258 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2259 unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
2260 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2261 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2262 void* UserCallbackData; // 4-8 // The draw callback code can access this.
2263
2264 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2265
2266 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
2267 inline ImTextureID GetTexID() const { return TextureId; }
2268};
2269
2270// Vertex index, default to 16-bit
2271// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
2272// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
2273#ifndef ImDrawIdx
2274typedef unsigned short ImDrawIdx;
2275#endif
2276
2277// Vertex layout
2278#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2279struct ImDrawVert
2280{
2281 ImVec2 pos;
2282 ImVec2 uv;
2283 ImU32 col;
2284};
2285#else
2286// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2287// 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.
2288// 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.
2289// 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.
2290IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2291#endif
2292
2293// [Internal] For use by ImDrawList
2294struct ImDrawCmdHeader
2295{
2296 ImVec4 ClipRect;
2297 ImTextureID TextureId;
2298 unsigned int VtxOffset;
2299};
2300
2301// [Internal] For use by ImDrawListSplitter
2302struct ImDrawChannel
2303{
2304 ImVector<ImDrawCmd> _CmdBuffer;
2305 ImVector<ImDrawIdx> _IdxBuffer;
2306};
2307
2308
2309// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2310// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2311struct ImDrawListSplitter
2312{
2313 int _Current; // Current channel number (0)
2314 int _Count; // Number of active channels (1+)
2315 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2316
2317 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2318 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2319 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2320 IMGUI_API void ClearFreeMemory();
2321 IMGUI_API void Split(ImDrawList* draw_list, int count);
2322 IMGUI_API void Merge(ImDrawList* draw_list);
2323 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2324};
2325
2326// Flags for ImDrawList functions
2327// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2328enum ImDrawFlags_
2329{
2330 ImDrawFlags_None = 0,
2331 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2332 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2333 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2334 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2335 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2336 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2337 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2338 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2339 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2340 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2341 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2342 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2343 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
2344};
2345
2346// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2347// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2348enum ImDrawListFlags_
2349{
2350 ImDrawListFlags_None = 0,
2351 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2352 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
2353 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2354 ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2355};
2356
2357// Draw command list
2358// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2359// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2360// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2361// access the current window draw list and draw custom primitives.
2362// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2363// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2364// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2365// 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.
2366struct ImDrawList
2367{
2368 // This is what you have to render
2369 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2370 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2371 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2372 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2373
2374 // [Internal, used while building lists]
2375 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2376 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2377 const char* _OwnerName; // Pointer to owner window's name for debugging
2378 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2379 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2380 ImVector<ImVec4> _ClipRectStack; // [Internal]
2381 ImVector<ImTextureID> _TextureIdStack; // [Internal]
2382 ImVector<ImVec2> _Path; // [Internal] current path building
2383 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2384 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2385 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2386
2387 // 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)
2388 ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2389
2390 ~ImDrawList() { _ClearFreeMemory(); }
2391 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)
2392 IMGUI_API void PushClipRectFullScreen();
2393 IMGUI_API void PopClipRect();
2394 IMGUI_API void PushTextureID(ImTextureID texture_id);
2395 IMGUI_API void PopTextureID();
2396 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2397 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2398
2399 // Primitives
2400 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2401 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2402 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2403 // In future versions we will use textures to provide cheaper and higher-quality circles.
2404 // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
2405 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2406 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2407 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2408 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);
2409 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2410 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2411 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2412 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2413 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2414 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2415 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2416 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2417 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2418 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);
2419 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2420 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
2421 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2422 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2423
2424 // Image primitives
2425 // - Read FAQ to understand what ImTextureID is.
2426 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2427 // - "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.
2428 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);
2429 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);
2430 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2431
2432 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2433 inline void PathClear() { _Path.Size = 0; }
2434 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2435 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2436 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.
2437 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2438 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2439 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
2440 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2441 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2442 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2443
2444 // Advanced
2445 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.
2446 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
2447 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2448
2449 // Advanced: Channels
2450 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2451 // - 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)
2452 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2453 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2454 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2455 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2456 inline void ChannelsMerge() { _Splitter.Merge(this); }
2457 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2458
2459 // Advanced: Primitives allocations
2460 // - We render triangles (three vertices)
2461 // - All primitives needs to be reserved via PrimReserve() beforehand.
2462 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2463 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2464 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2465 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2466 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);
2467 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2468 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2469 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2470
2471#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2472 inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
2473 inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
2474#endif
2475
2476 // [Internal helpers]
2477 IMGUI_API void _ResetForNewFrame();
2478 IMGUI_API void _ClearFreeMemory();
2479 IMGUI_API void _PopUnusedDrawCmd();
2480 IMGUI_API void _TryMergeDrawCmds();
2481 IMGUI_API void _OnChangedClipRect();
2482 IMGUI_API void _OnChangedTextureID();
2483 IMGUI_API void _OnChangedVtxOffset();
2484 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2485 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2486 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2487};
2488
2489// All draw data to render a Dear ImGui frame
2490// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2491// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2492struct ImDrawData
2493{
2494 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2495 int CmdListsCount; // Number of ImDrawList* to render
2496 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2497 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2498 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2499 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2500 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2501 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.
2502
2503 // Functions
2504 ImDrawData() { Clear(); }
2505 void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
2506 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!
2507 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.
2508};
2509
2510//-----------------------------------------------------------------------------
2511// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2512//-----------------------------------------------------------------------------
2513
2514struct ImFontConfig
2515{
2516 void* FontData; // // TTF/OTF data
2517 int FontDataSize; // // TTF/OTF data size
2518 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2519 int FontNo; // 0 // Index of font within TTF/OTF file
2520 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2521 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2522 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2523 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.
2524 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2525 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2526 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.
2527 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2528 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2529 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.
2530 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2531 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.
2532 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2533
2534 // [Internal]
2535 char Name[40]; // Name (strictly to ease debugging)
2536 ImFont* DstFont;
2537
2538 IMGUI_API ImFontConfig();
2539};
2540
2541// Hold rendering data for one glyph.
2542// (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)
2543struct ImFontGlyph
2544{
2545 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2546 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2547 unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2548 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2549 float X0, Y0, X1, Y1; // Glyph corners
2550 float U0, V0, U1, V1; // Texture coordinates
2551};
2552
2553// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2554// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2555struct ImFontGlyphRangesBuilder
2556{
2557 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2558
2559 ImFontGlyphRangesBuilder() { Clear(); }
2560 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); }
2561 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
2562 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
2563 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2564 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2565 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2566 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2567};
2568
2569// See ImFontAtlas::AddCustomRectXXX functions.
2570struct ImFontAtlasCustomRect
2571{
2572 unsigned short Width, Height; // Input // Desired rectangle dimension
2573 unsigned short X, Y; // Output // Packed position in Atlas
2574 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2575 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2576 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2577 ImFont* Font; // Input // For custom font glyphs only: target font
2578 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2579 bool IsPacked() const { return X != 0xFFFF; }
2580};
2581
2582// Flags for ImFontAtlas build
2583enum ImFontAtlasFlags_
2584{
2585 ImFontAtlasFlags_None = 0,
2586 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2587 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2588 ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2589};
2590
2591// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2592// - One or more fonts.
2593// - Custom graphics data needed to render the shapes needed by Dear ImGui.
2594// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2595// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2596// - 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.
2597// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2598// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2599// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2600// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2601// Common pitfalls:
2602// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2603// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2604// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2605// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2606// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2607// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2608struct ImFontAtlas
2609{
2610 IMGUI_API ImFontAtlas();
2611 IMGUI_API ~ImFontAtlas();
2612 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2613 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2614 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2615 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.
2616 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.
2617 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.
2618 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.
2619 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2620 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2621 IMGUI_API void Clear(); // Clear all input and output.
2622
2623 // Build atlas, retrieve pixel data.
2624 // 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().
2625 // The pitch is always = Width * BytesPerPixels (1 or 4)
2626 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2627 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2628 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2629 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2630 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2631 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
2632 void SetTexID(ImTextureID id) { TexID = id; }
2633
2634 //-------------------------------------------
2635 // Glyph Ranges
2636 //-------------------------------------------
2637
2638 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2639 // 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.
2640 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2641 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2642 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2643 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2644 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2645 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2646 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2647 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2648 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2649
2650 //-------------------------------------------
2651 // [BETA] Custom Rectangles/Glyphs API
2652 //-------------------------------------------
2653
2654 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2655 // - After calling Build(), you can query the rectangle position and render your pixels.
2656 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2657 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2658 // so you can render e.g. custom colorful icons and use them as regular glyphs.
2659 // - Read docs/FONTS.md for more details about using colorful icons.
2660 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2661 IMGUI_API int AddCustomRectRegular(int width, int height);
2662 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2663 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2664
2665 // [Internal]
2666 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2667 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2668
2669 //-------------------------------------------
2670 // Members
2671 //-------------------------------------------
2672
2673 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2674 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.
2675 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.
2676 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.
2677 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2678
2679 // [Internal]
2680 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2681 bool TexReady; // Set when texture was built matching current font input
2682 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2683 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2684 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2685 int TexWidth; // Texture width calculated during Build().
2686 int TexHeight; // Texture height calculated during Build().
2687 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2688 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2689 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.
2690 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2691 ImVector<ImFontConfig> ConfigData; // Configuration data
2692 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2693
2694 // [Internal] Font builder
2695 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2696 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2697
2698 // [Internal] Packing data
2699 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2700 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2701
2702#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2703 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2704 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2705#endif
2706};
2707
2708// Font runtime data and rendering
2709// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2710struct ImFont
2711{
2712 // Members: Hot ~20/24 bytes (for CalcTextSize)
2713 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).
2714 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2715 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2716
2717 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2718 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2719 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2720 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2721
2722 // Members: Cold ~32/40 bytes
2723 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2724 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2725 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2726 ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
2727 ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
2728 ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
2729 bool DirtyLookupTables; // 1 // out //
2730 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2731 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2732 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)
2733 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2734
2735 // Methods
2736 IMGUI_API ImFont();
2737 IMGUI_API ~ImFont();
2738 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2739 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2740 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2741 bool IsLoaded() const { return ContainerAtlas != NULL; }
2742 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2743
2744 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2745 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2746 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
2747 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2748 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2749 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;
2750
2751 // [Internal] Don't use!
2752 IMGUI_API void BuildLookupTable();
2753 IMGUI_API void ClearOutputData();
2754 IMGUI_API void GrowIndex(int new_size);
2755 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2756 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.
2757 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2758 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2759};
2760
2761//-----------------------------------------------------------------------------
2762// [SECTION] Viewports
2763//-----------------------------------------------------------------------------
2764
2765// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
2766enum ImGuiViewportFlags_
2767{
2768 ImGuiViewportFlags_None = 0,
2769 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
2770 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
2771 ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2772};
2773
2774// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2775// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2776// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2777// - About Main Area vs Work Area:
2778// - Main Area = entire viewport.
2779// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2780// - Windows are generally trying to stay within the Work Area of their host viewport.
2781struct ImGuiViewport
2782{
2783 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
2784 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2785 ImVec2 Size; // Main Area: Size of the viewport.
2786 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2787 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2788
2789 ImGuiViewport() { memset(this, 0, sizeof(*this)); }
2790
2791 // Helpers
2792 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
2793 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2794};
2795
2796//-----------------------------------------------------------------------------
2797// [SECTION] Obsolete functions and types
2798// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2799// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2800//-----------------------------------------------------------------------------
2801
2802#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2803namespace ImGui
2804{
2805 // OBSOLETED in 1.81 (from February 2021)
2806 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2807 static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
2808 static inline void ListBoxFooter() { EndListBox(); }
2809 // OBSOLETED in 1.79 (from August 2020)
2810 static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2811 // OBSOLETED in 1.78 (from June 2020)
2812 // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
2813 // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
2814 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2815 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2816 static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
2817 static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
2818 static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
2819 static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
2820 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
2821 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
2822 static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
2823 static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
2824 static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
2825 static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
2826 // OBSOLETED in 1.77 (from June 2020)
2827 static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
2828 // OBSOLETED in 1.72 (from April 2019)
2829 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
2830 // OBSOLETED in 1.71 (from June 2019)
2831 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
2832 // OBSOLETED in 1.70 (from May 2019)
2833 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
2834
2835 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
2836 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
2837 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
2838 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
2839 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
2840 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
2841 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2842 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2843 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2844 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2845 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2846}
2847
2848// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
2849typedef ImDrawFlags ImDrawCornerFlags;
2850enum ImDrawCornerFlags_
2851{
2852 ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
2853 ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
2854 ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
2855 ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
2856 ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
2857 ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
2858 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
2859 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
2860 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
2861 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
2862};
2863
2864#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2865
2866//-----------------------------------------------------------------------------
2867
2868#if defined(__clang__)
2869#pragma clang diagnostic pop
2870#elif defined(__GNUC__)
2871#pragma GCC diagnostic pop
2872#endif
2873
2874#ifdef _MSC_VER
2875#pragma warning (pop)
2876#endif
2877
2878// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2879#ifdef IMGUI_INCLUDE_IMGUI_USER_H
2880#include "imgui_user.h"
2881#endif
2882
2883#endif // #ifndef IMGUI_DISABLE
2884