// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// 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)
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUI_IMPL_API
#define IMGUI_IMPL_API IMGUI_API
#endif
// Helper Macros
#ifndef IM_ASSERT
#include<assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#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
structImDrawChannel;// Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
structImDrawCmd;// A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
structImDrawData;// All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
structImDrawList;// A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
structImDrawListSharedData;// Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
structImDrawListSplitter;// Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
structImDrawVert;// A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
structImFont;// Runtime data for a single font within a parent ImFontAtlas
structImFontAtlas;// Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
structImFontBuilderIO;// Opaque interface to a font builder (stb_truetype or FreeType).
structImFontConfig;// Configuration data when adding a font or merging fonts
structImFontGlyph;// A single font glyph (code point + coordinates within in ImFontAtlas + offset)
structImFontGlyphRangesBuilder;// Helper to build glyph ranges from text/string data
structImColor;// Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
structImGuiContext;// Dear ImGui context (opaque structure, unless including imgui_internal.h)
structImGuiIO;// Main configuration and I/O between your application and ImGui
structImGuiInputTextCallbackData;// Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
structImGuiKeyData;// Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
structImGuiListClipper;// Helper to manually clip large list of items
structImGuiOnceUponAFrame;// Helper for running a block of code not more than once a frame
structImGuiPayload;// User data payload for drag and drop operations
structImGuiPlatformIO;// Multi-viewport support: interface for Platform/Renderer backends + viewports to render
structImGuiPlatformMonitor;// Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
structImGuiPlatformImeData;// Platform IME data for io.SetPlatformImeDataFn() function.
structImGuiSizeCallbackData;// Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
structImGuiStorage;// Helper for key->value storage
structImGuiStyle;// Runtime data for styling/colors
structImGuiTableSortSpecs;// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
structImGuiTableColumnSortSpecs;// Sorting specification for one column of a table
structImGuiTextBuffer;// Helper to hold and append into a text buffer (~string builder)
structImGuiTextFilter;// Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
structImGuiViewport;// A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
structImGuiWindowClass;// Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
typedefintImGuiKeyChord;// -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedefunsignedshortImDrawIdx;// Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// Scalar data types
typedefunsignedintImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
float&operator[](size_tidx){IM_ASSERT(idx==0||idx==1);return((float*)(void*)(char*)this)[idx];}// We very rarely use this [] operator, so the assert overhead is fine.
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.
#endif
};
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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.
// - 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.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
IMGUI_APIvoidDestroyContext(ImGuiContext*ctx=NULL);// NULL = destroy current context
IMGUI_APIImGuiContext*GetCurrentContext();
IMGUI_APIvoidSetCurrentContext(ImGuiContext*ctx);
// Main
IMGUI_APIImGuiIO&GetIO();// access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidEndFrame();// 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!
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
IMGUI_APIvoidShowDemoWindow(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!
IMGUI_APIvoidShowMetricsWindow(bool*p_open=NULL);// create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_APIvoidShowStackToolWindow(bool*p_open=NULL);// create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_APIvoidShowAboutWindow(bool*p_open=NULL);// create About window. display Dear ImGui version, credits and build/system information.
IMGUI_APIvoidShowStyleEditor(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)
IMGUI_APIboolShowStyleSelector(constchar*label);// add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_APIvoidShowFontSelector(constchar*label);// add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_APIconstchar*GetVersion();// get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - 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).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
IMGUI_APIboolIsWindowAppearing();
IMGUI_APIboolIsWindowCollapsed();
IMGUI_APIboolIsWindowFocused(ImGuiFocusedFlagsflags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=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!
IMGUI_APIImDrawList*GetWindowDrawList();// get draw list associated to the current window, to append your own drawing primitives
IMGUI_APIfloatGetWindowDpiScale();// get DPI scale currently associated to the current window's viewport.
IMGUI_APIImVec2GetWindowPos();// get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_APIImVec2GetWindowSize();// get current window size
IMGUI_APIfloatGetWindowWidth();// get current window width (shortcut for GetWindowSize().x)
IMGUI_APIfloatGetWindowHeight();// get current window height (shortcut for GetWindowSize().y)
IMGUI_APIImGuiViewport*GetWindowViewport();// get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_APIvoidSetNextWindowPos(constImVec2&pos,ImGuiCondcond=0,constImVec2&pivot=ImVec2(0,0));// set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiCondcond=0);// set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_APIvoidSetNextWindowSizeConstraints(constImVec2&size_min,constImVec2&size_max,ImGuiSizeCallbackcustom_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.
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&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()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / top-most. call before Begin()
IMGUI_APIvoidSetNextWindowBgAlpha(floatalpha);// set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_APIvoidSetNextWindowViewport(ImGuiIDviewport_id);// set next window viewport
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCondcond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCondcond=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.
IMGUI_APIvoidSetWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_APIvoidSetWindowFocus();// (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_APIvoidSetWindowFontScale(floatscale);// [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().
IMGUI_APIvoidSetWindowPos(constchar*name,constImVec2&pos,ImGuiCondcond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiCondcond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetWindowCollapsed(constchar*name,boolcollapsed,ImGuiCondcond=0);// set named window collapsed state
IMGUI_APIvoidSetWindowFocus(constchar*name);// set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
// - 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)
IMGUI_APIImVec2GetContentRegionMax();// current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
IMGUI_APIfloatGetScrollX();// get scrolling amount [0 .. GetScrollMaxX()]
IMGUI_APIfloatGetScrollY();// get scrolling amount [0 .. GetScrollMaxY()]
IMGUI_APIvoidSetScrollX(floatscroll_x);// set scrolling amount [0 .. GetScrollMaxX()]
IMGUI_APIvoidSetScrollY(floatscroll_y);// set scrolling amount [0 .. GetScrollMaxY()]
IMGUI_APIfloatGetScrollMaxX();// get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
IMGUI_APIfloatGetScrollMaxY();// get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
IMGUI_APIvoidSetScrollHereX(floatcenter_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.
IMGUI_APIvoidSetScrollHereY(floatcenter_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.
IMGUI_APIvoidSetScrollFromPosX(floatlocal_x,floatcenter_x_ratio=0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
IMGUI_APIvoidSetScrollFromPosY(floatlocal_y,floatcenter_y_ratio=0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
IMGUI_APIvoidPushFont(ImFont*font);// use NULL as a shortcut to push default font
IMGUI_APIvoidPopFont();
IMGUI_APIvoidPushStyleColor(ImGuiColidx,ImU32col);// modify a style color. always use this if you modify the style after NewFrame().
IMGUI_APIvoidPushStyleVar(ImGuiStyleVaridx,floatval);// modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_APIvoidPushStyleVar(ImGuiStyleVaridx,constImVec2&val);// modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_APIvoidPushTabStop(booltab_stop);// == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// 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.
IMGUI_APIvoidPopButtonRepeat();
// Parameters stacks (current window)
IMGUI_APIvoidPushItemWidth(floatitem_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).
IMGUI_APIvoidPopItemWidth();
IMGUI_APIvoidSetNextItemWidth(floatitem_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)
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
IMGUI_APIvoidPushTextWrapPos(floatwrap_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
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_APIImU32GetColorU32(ImGuiColidx,floatalpha_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
IMGUI_APIImU32GetColorU32(constImVec4&col);// retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_APIImU32GetColorU32(ImU32col);// retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_APIconstImVec4&GetStyleColorVec4(ImGuiColidx);// 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.
// Cursor / Layout
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
IMGUI_APIvoidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_APIvoidSameLine(floatoffset_from_start_x=0.0f,floatspacing=-1.0f);// call between widgets or groups to layout them horizontally. X position given in window coordinates.
IMGUI_APIvoidDummy(constImVec2&size);// add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_APIvoidIndent(floatindent_w=0.0f);// move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_APIvoidUnindent(floatindent_w=0.0f);// move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_APIvoidBeginGroup();// lock horizontal starting position
IMGUI_APIvoidEndGroup();// 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.)
IMGUI_APIImVec2GetCursorPos();// cursor position in window coordinates (relative to window position)
IMGUI_APIfloatGetCursorPosX();// (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
IMGUI_APIfloatGetCursorPosY();// other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_APIvoidSetCursorPos(constImVec2&local_pos);// are using the main, absolute coordinate system.
IMGUI_APIImVec2GetCursorStartPos();// initial cursor position in window coordinates
IMGUI_APIImVec2GetCursorScreenPos();// 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.
IMGUI_APIvoidSetCursorScreenPos(constImVec2&pos);// cursor position in absolute coordinates
IMGUI_APIvoidAlignTextToFramePadding();// 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)
IMGUI_APIfloatGetTextLineHeight();// ~ FontSize
IMGUI_APIfloatGetTextLineHeightWithSpacing();// ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_APIvoidPushID(constchar*str_id);// push string into the ID stack (will hash string).
IMGUI_APIvoidPushID(constchar*str_id_begin,constchar*str_id_end);// push string into the ID stack (will hash string).
IMGUI_APIvoidPushID(constvoid*ptr_id);// push pointer into the ID stack (will hash pointer).
IMGUI_APIvoidPushID(intint_id);// push integer into the ID stack (will hash integer).
IMGUI_APIvoidPopID();// pop from the ID stack.
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*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.
IMGUI_APIvoidText(constchar*fmt,...)IM_FMTARGS(1);// formatted text
IMGUI_APIvoidTextWrapped(constchar*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().
IMGUI_APIboolSmallButton(constchar*label);// button with FramePadding=(0,0) to easily embed within text
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size,ImGuiButtonFlagsflags=0);// flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolArrowButton(constchar*str_id,ImGuiDirdir);// square button with an arrow shape
IMGUI_APIvoidBullet();// draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_APIboolCombo(constchar*label,int*current_item,constchar*items_separated_by_zeros,intpopup_max_height_in_items=-1);// Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// 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
// - 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.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - 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).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - 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.
// - 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.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*format="%.3f",ImGuiSliderFlagsflags=0);// If v_min >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,floatv_speed=1.0f,intv_min=0,intv_max=0,constchar*format="%d",ImGuiSliderFlagsflags=0);// If v_min >= v_max we have no bound
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - 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.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_APIboolSliderFloat(constchar*label,float*v,floatv_min,floatv_max,constchar*format="%.3f",ImGuiSliderFlagsflags=0);// adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
// 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.)
// - 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.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_APIboolColorButton(constchar*desc_id,constImVec4&col,ImGuiColorEditFlagsflags=0,constImVec2&size=ImVec2(0,0));// display a color square/button, hover for details, return true when pressed.
IMGUI_APIvoidSetColorEditOptions(ImGuiColorEditFlagsflags);// 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.
// Widgets: Trees
// - 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.
IMGUI_APIboolTreeNode(constchar*label);
IMGUI_APIboolTreeNode(constchar*str_id,constchar*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().
IMGUI_APIvoidTreePush(constchar*str_id);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIboolCollapsingHeader(constchar*label,ImGuiTreeNodeFlagsflags=0);// if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_visible,ImGuiTreeNodeFlagsflags=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.
IMGUI_APIvoidSetNextItemOpen(boolis_open,ImGuiCondcond=0);// set next TreeNode/CollapsingHeader open state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
IMGUI_APIboolSelectable(constchar*label,boolselected=false,ImGuiSelectableFlagsflags=0,constImVec2&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
IMGUI_APIboolSelectable(constchar*label,bool*p_selected,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
// - 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.
// - 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.
// - 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
// - 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
IMGUI_APIboolBeginListBox(constchar*label,constImVec2&size=ImVec2(0,0));// open a framed scrolling region
IMGUI_APIvoidEndListBox();// only call EndListBox() if BeginListBox() returned true!
// - 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)
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// - 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.
// This is sometimes leading to confusing mistakes. May rework this in the future.
// Popups: begin/end functions
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
IMGUI_APIboolBeginPopup(constchar*str_id,ImGuiWindowFlagsflags=0);// return true if the popup is open, and you can start outputting to it.
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// return true if the modal is open, and you can start outputting to it.
IMGUI_APIvoidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
// Popups: open/close functions
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - 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().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
IMGUI_APIvoidOpenPopup(constchar*str_id,ImGuiPopupFlagspopup_flags=0);// call to mark popup as open (don't call every frame!).
IMGUI_APIvoidOpenPopup(ImGuiIDid,ImGuiPopupFlagspopup_flags=0);// id overload to facilitate calling from nested stacks
IMGUI_APIvoidOpenPopupOnItemClick(constchar*str_id=NULL,ImGuiPopupFlagspopup_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)
IMGUI_APIvoidCloseCurrentPopup();// manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - 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.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_APIboolBeginPopupContextItem(constchar*str_id=NULL,ImGuiPopupFlagspopup_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!
IMGUI_APIboolBeginPopupContextWindow(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// open+begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// open+begin popup when clicked in void (where there are no windows).
// Popups: query functions
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_APIboolIsPopupOpen(constchar*str_id,ImGuiPopupFlagsflags=0);// return true if the popup is open.
// Tables
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
IMGUI_APIvoidEndTable();// only call EndTable() if BeginTable() returns true!
IMGUI_APIvoidTableNextRow(ImGuiTableRowFlagsrow_flags=0,floatmin_row_height=0.0f);// append into the first cell of a new row.
IMGUI_APIboolTableNextColumn();// append into the next column (or first column of next row if currently in last column). Return true when column is visible.
IMGUI_APIboolTableSetColumnIndex(intcolumn_n);// append into the specified column. Return true when column is visible.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu.
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_APIvoidTableSetupScrollFreeze(intcols,introws);// lock columns/rows so they stay visible when scrolled.
IMGUI_APIvoidTableHeadersRow();// submit all headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_APIvoidTableHeader(constchar*label);// submit one header cell manually (rarely used)
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_APIImGuiTableSortSpecs*TableGetSortSpecs();// get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_APIintTableGetColumnCount();// return number of columns (value passed to BeginTable)
IMGUI_APIintTableGetColumnIndex();// return current column index.
IMGUI_APIintTableGetRowIndex();// return current row index.
IMGUI_APIconstchar*TableGetColumnName(intcolumn_n=-1);// return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
IMGUI_APIImGuiTableColumnFlagsTableGetColumnFlags(intcolumn_n=-1);// return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
IMGUI_APIvoidTableSetColumnEnabled(intcolumn_n,boolv);// 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)
IMGUI_APIvoidTableSetBgColor(ImGuiTableBgTargettarget,ImU32color,intcolumn_n=-1);// change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_APIvoidNextColumn();// next column, defaults to current row or next row if the current row is finished
IMGUI_APIintGetColumnIndex();// get current column index
IMGUI_APIfloatGetColumnWidth(intcolumn_index=-1);// get column width (in pixels). pass -1 to use current column
IMGUI_APIvoidSetColumnWidth(intcolumn_index,floatwidth);// set column width (in pixels). pass -1 to use current column
IMGUI_APIfloatGetColumnOffset(intcolumn_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
IMGUI_APIvoidSetColumnOffset(intcolumn_index,floatoffset_x);// set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_APIboolBeginTabBar(constchar*str_id,ImGuiTabBarFlagsflags=0);// create and append into a TabBar
IMGUI_APIvoidEndTabBar();// only call EndTabBar() if BeginTabBar() returns true!
IMGUI_APIboolBeginTabItem(constchar*label,bool*p_open=NULL,ImGuiTabItemFlagsflags=0);// create a Tab. Returns true if the Tab is selected.
IMGUI_APIvoidEndTabItem();// only call EndTabItem() if BeginTabItem() returns true!
IMGUI_APIboolTabItemButton(constchar*label,ImGuiTabItemFlagsflags=0);// create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_APIvoidSetTabItemClosed(constchar*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.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking.
// About dockspaces:
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
IMGUI_APIvoidSetNextWindowDockID(ImGuiIDdock_id,ImGuiCondcond=0);// set next window dock id
IMGUI_APIvoidSetNextWindowClass(constImGuiWindowClass*window_class);// set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
IMGUI_APIImGuiIDGetWindowDockID();
IMGUI_APIboolIsWindowDocked();// is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
IMGUI_APIvoidLogToTTY(intauto_open_depth=-1);// start logging to tty (stdout)
IMGUI_APIvoidLogToFile(intauto_open_depth=-1,constchar*filename=NULL);// start logging to file
IMGUI_APIvoidLogToClipboard(intauto_open_depth=-1);// start logging to OS clipboard
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
// - 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)
// - An item can be both drag source and drop target.
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_APIconstImGuiPayload*AcceptDragDropPayload(constchar*type,ImGuiDragDropFlagsflags=0);// accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_APIvoidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_APIconstImGuiPayload*GetDragDropPayload();// peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_APIvoidSetItemDefaultFocus();// make last item the default focused item of a window.
IMGUI_APIvoidSetKeyboardFocusHere(intoffset=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.
// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_APIboolIsItemHovered(ImGuiHoveredFlagsflags=0);// is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_APIboolIsItemActive();// 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)
IMGUI_APIboolIsItemFocused();// is the last item focused for keyboard/gamepad navigation?
IMGUI_APIboolIsItemClicked(ImGuiMouseButtonmouse_button=0);// is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
IMGUI_APIboolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_APIboolIsItemEdited();// 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.
IMGUI_APIboolIsItemActivated();// was the last item just made active (item was previously inactive).
IMGUI_APIboolIsItemDeactivated();// was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
IMGUI_APIboolIsItemDeactivatedAfterEdit();// was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_APIImVec2GetItemRectMin();// get upper-left bounding rectangle of the last item (screen space)
IMGUI_APIImVec2GetItemRectMax();// get lower-right bounding rectangle of the last item (screen space)
IMGUI_APIImVec2GetItemRectSize();// get size of last item
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
IMGUI_APIImGuiViewport*GetMainViewport();// return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_APIImDrawList*GetBackgroundDrawList();// get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_APIImDrawList*GetForegroundDrawList();// get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_APIImDrawList*GetBackgroundDrawList(ImGuiViewport*viewport);// get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_APIImDrawList*GetForegroundDrawList(ImGuiViewport*viewport);// get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIdoubleGetTime();// get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_APIintGetFrameCount();// get global imgui frame count. incremented by 1 every frame.
IMGUI_APIImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances.
IMGUI_APIconstchar*GetStyleColorName(ImGuiColidx);// get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIImGuiStorage*GetStateStorage();
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsflags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIvoidEndChildFrame();// always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
IMGUI_APIboolIsKeyDown(ImGuiKeykey);// is key being held.
IMGUI_APIboolIsKeyPressed(ImGuiKeykey,boolrepeat=true);// was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(ImGuiKeykey);// was key released (went from Down to !Down)?
IMGUI_APIintGetKeyPressedAmount(ImGuiKeykey,floatrepeat_delay,floatrate);// 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
IMGUI_APIconstchar*GetKeyName(ImGuiKeykey);// [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_APIvoidSetNextFrameWantCaptureKeyboard(boolwant_capture_keyboard);// Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_APIboolIsMouseDown(ImGuiMouseButtonbutton);// is mouse button held?
IMGUI_APIboolIsMouseClicked(ImGuiMouseButtonbutton,boolrepeat=false);// did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_APIboolIsMouseReleased(ImGuiMouseButtonbutton);// did mouse button released? (went from Down to !Down)
IMGUI_APIboolIsMouseDoubleClicked(ImGuiMouseButtonbutton);// did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_APIintGetMouseClickedCount(ImGuiMouseButtonbutton);// return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=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.
IMGUI_APIboolIsMousePosValid(constImVec2*mouse_pos=NULL);// by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_APIboolIsAnyMouseDown();// [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMousePosOnOpeningCurrentPopup();// retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_APIboolIsMouseDragging(ImGuiMouseButtonbutton,floatlock_threshold=-1.0f);// is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_APIImVec2GetMouseDragDelta(ImGuiMouseButtonbutton=0,floatlock_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)
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursorcursor_type);// set desired mouse cursor shape
IMGUI_APIvoidSetNextFrameWantCaptureMouse(boolwant_capture_mouse);// Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
IMGUI_APIconstchar*GetClipboardText();
IMGUI_APIvoidSetClipboardText(constchar*text);
// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
// - 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).
IMGUI_APIboolLoadIniSettingsFromDisk(constchar*ini_filename,boolredundancy=false);// call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_APIvoidLoadIniSettingsFromMemory(constchar*ini_data,size_tini_size=0);// call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
IMGUI_APIboolSaveIniSettingsToDisk(constchar*ini_filename,boolredundancy=false);// 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).
IMGUI_APIconstchar*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.
// Debug Utilities
IMGUI_APIvoidDebugTextEncoding(constchar*text);
IMGUI_APIboolDebugCheckVersionAndDataLayout(constchar*version_str,size_tsz_io,size_tsz_style,size_tsz_vec2,size_tsz_vec4,size_tsz_drawvert,size_tsz_drawidx);// This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_APIImGuiPlatformIO&GetPlatformIO();// platform/renderer functions, for backend to setup + viewports list.
IMGUI_APIvoidUpdatePlatformWindows();// call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_APIvoidRenderPlatformWindowsDefault(void*platform_render_arg=NULL,void*renderer_render_arg=NULL);// call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_APIvoidDestroyPlatformWindows();// call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_APIImGuiViewport*FindViewportByID(ImGuiIDid);// this is a helper for backends.
IMGUI_APIImGuiViewport*FindViewportByPlatformHandle(void*platform_handle);// this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
ImGuiWindowFlags_NoResize=1<<1,// Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove=1<<2,// Disable user moving the window
ImGuiWindowFlags_NoScrollbar=1<<3,// Disable scrollbars (window can still scroll with mouse or programmatically)
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.
ImGuiWindowFlags_NoCollapse=1<<5,// Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize=1<<6,// Resize every window to its content every frame
ImGuiWindowFlags_NoBackground=1<<7,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings=1<<8,// Never load/save settings in .ini file
ImGuiWindowFlags_NoMouseInputs=1<<9,// Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar=1<<10,// Has a menu-bar
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.
ImGuiWindowFlags_NoFocusOnAppearing=1<<12,// Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus=1<<13,// Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar=1<<14,// Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_NoNavInputs=1<<18,// No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus=1<<19,// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
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.
ImGuiWindowFlags_NoDocking=1<<21,// Disable docking of this window
ImGuiWindowFlags_NavFlattened=1<<23,// [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow=1<<24,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip=1<<25,// Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup=1<<26,// Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal=1<<27,// Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu=1<<28,// Don't use! For internal use by BeginMenu()
ImGuiInputTextFlags_CharsUppercase=1<<2,// Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank=1<<3,// Filter out spaces, tabs
ImGuiInputTextFlags_AutoSelectAll=1<<4,// Select entire text when first taking mouse focus
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.
ImGuiInputTextFlags_CallbackCompletion=1<<6,// Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory=1<<7,// Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways=1<<8,// Callback on each iteration. User code may query cursor position, modify text buffer.
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.
ImGuiInputTextFlags_AllowTabInput=1<<10,// Pressing TAB input a '\t' character into the text field
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).
ImGuiInputTextFlags_NoHorizontalScroll=1<<12,// Disable following the cursor horizontally
ImGuiInputTextFlags_UndoRedo=1<<16,// Enable 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().
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)
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)
ImGuiInputTextFlags_EscapeClearsAll=1<<20,// Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enumImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None=0,
ImGuiTreeNodeFlags_Selected=1<<0,// Draw as selected
ImGuiTreeNodeFlags_Framed=1<<1,// Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap=1<<2,// Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen=1<<3,// Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog=1<<4,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen=1<<5,// Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick=1<<6,// Need double-click to open node
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.
ImGuiTreeNodeFlags_Leaf=1<<8,// No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet=1<<9,// Display a bullet instead of arrow
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().
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.
ImGuiTreeNodeFlags_SpanFullWidth=1<<12,// Extend hit box to the left-most and right-most edges (bypass the indented area).
ImGuiTreeNodeFlags_NavLeftJumpsBackHere=1<<13,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enumImGuiPopupFlags_
{
ImGuiPopupFlags_None=0,
ImGuiPopupFlags_MouseButtonLeft=0,// For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight=1,// For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle=2,// For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_=0x1F,
ImGuiPopupFlags_MouseButtonDefault_=1,
ImGuiPopupFlags_NoOpenOverExistingPopup=1<<5,// For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems=1<<6,// For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId=1<<7,// For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel=1<<8,// For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiComboFlags_PopupAlignLeft=1<<0,// Align the popup toward the left by default
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()
ImGuiComboFlags_HeightRegular=1<<2,// Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge=1<<3,// Max ~20 items visible
ImGuiComboFlags_HeightLargest=1<<4,// As many fitting items as possible
ImGuiComboFlags_NoArrowButton=1<<5,// Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview=1<<6,// Display only a square arrow button
ImGuiTabBarFlags_Reorderable=1<<0,// Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs=1<<1,// Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton=1<<2,// Disable buttons to open the tab list popup
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.
ImGuiTabBarFlags_NoTabListScrollingButtons=1<<4,// Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip=1<<5,// Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown=1<<6,// Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll=1<<7,// Add scroll buttons when tabs don't fit
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.
ImGuiTabItemFlags_SetSelected=1<<1,// Trigger flag to programmatically make the tab selected when calling BeginTabItem()
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.
ImGuiTabItemFlags_NoPushId=1<<3,// Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip=1<<4,// Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder=1<<5,// Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading=1<<6,// Enforce the tab position to the left of the tab bar (after the tab list popup button)
// - 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.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
// 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.
// - Read on documentation at the top of imgui_tables.cpp for details.
ImGuiTableFlags_Reorderable=1<<1,// Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable=1<<2,// Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable=1<<3,// Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings=1<<4,// Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody=1<<5,// Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decorations
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)
ImGuiTableFlags_BordersInnerH=1<<7,// Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH=1<<8,// Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV=1<<9,// Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV=1<<10,// Draw vertical borders on the left and right sides.
ImGuiTableFlags_NoBordersInBody=1<<11,// [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize=1<<12,// [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
ImGuiTableFlags_SizingFixedFit=1<<13,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
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.
ImGuiTableFlags_SizingStretchProp=3<<13,// Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame=4<<13,// Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
// Sizing Extra Options
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.
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.
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.
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.
// Clipping
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().
ImGuiTableFlags_NoPadInnerX=1<<23,// Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
ImGuiTableFlags_ScrollX=1<<24,// Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY=1<<25,// Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// Sorting
ImGuiTableFlags_SortMulti=1<<26,// Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate=1<<27,// Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
ImGuiTableFlags_NoScrollWithMouse=1<<29,// Disable user scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
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)
ImGuiTableColumnFlags_DefaultHide=1<<1,// Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort=1<<2,// Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch=1<<3,// Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed=1<<4,// Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoReorder=1<<6,// Disable manual reordering this column, this will also prevent other columns from crossing over this column.
ImGuiTableColumnFlags_NoHide=1<<7,// Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip=1<<8,// Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort=1<<9,// Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending=1<<10,// Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending=1<<11,// Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel=1<<12,// TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
ImGuiTableColumnFlags_NoHeaderWidth=1<<13,// Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending=1<<14,// Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending=1<<15,// Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable=1<<16,// Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable=1<<17,// Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled=1<<24,// Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible=1<<25,// Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted=1<<26,// Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered=1<<27,// Status: is hovered by mouse
ImGuiTableColumnFlags_NoDirectResize_=1<<30,// [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
ImGuiTableRowFlags_Headers=1<<0,// Identify header row (set default background color + width of its contents accounted differently for auto column width)
ImGuiFocusedFlags_ChildWindows=1<<0,// Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow=1<<1,// Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow=1<<2,// Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy=1<<3,// Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy=1<<4,// Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// 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!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
enumImGuiHoveredFlags_
{
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.
ImGuiHoveredFlags_ChildWindows=1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow=1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow=1<<2,// IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy=1<<3,// IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy=1<<4,// IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup=1<<5,// Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<7,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped=1<<8,// IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled=1<<9,// IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride=1<<10,// Disable using gamepad/keyboard navigation state when active, always query mouse.
ImGuiHoveredFlags_DelayNormal=1<<11,// Return true after io.HoverDelayNormal elapsed (~0.30 sec)
ImGuiHoveredFlags_DelayShort=1<<12,// Return true after io.HoverDelayShort elapsed (~0.10 sec)
ImGuiHoveredFlags_NoSharedDelay=1<<13,// Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
enumImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None=0,
ImGuiDockNodeFlags_KeepAliveOnly=1<<0,// Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingInCentralNode=1<<2,// Shared // Disable docking inside the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode=1<<3,// Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoSplit=1<<4,// Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
ImGuiDockNodeFlags_NoResize=1<<5,// Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDragDropFlags_SourceNoPreviewTooltip=1<<0,// Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
ImGuiDragDropFlags_SourceNoDisableHover=1<<1,// By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
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.
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.
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.
ImGuiDragDropFlags_SourceAutoExpirePayload=1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
// AcceptDragDropPayload() flags
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.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect=1<<11,// Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip=1<<12,// Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly=ImGuiDragDropFlags_AcceptBeforeDelivery|ImGuiDragDropFlags_AcceptNoDrawDefaultRect,// For peeking ahead and inspecting the payload before delivery.
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.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
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.
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable=1<<10,// Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports=1<<14,// [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts=1<<15,// [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// 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)
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_None=0,
ImGuiBackendFlags_HasGamepad=1<<0,// Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset=1<<3,// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
ImGuiBackendFlags_HasMouseHoveredViewport=1<<11,// Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiCol_NavHighlight,// Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight,// Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg,// Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg,// Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
// - 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.
enumImGuiStyleVar_
{
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiColorEditFlags_NoAlpha=1<<1,// // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker=1<<2,// // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions=1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview=1<<4,// // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs=1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip=1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel=1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview=1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop=1<<9,// // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder=1<<10,// // ColorButton: disable border (which is enforced by default)
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar=1<<16,// // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview=1<<17,// // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
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).
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.
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.
ImGuiColorEditFlags_PickerHueBar=1<<25,// [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel=1<<26,// [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB=1<<27,// [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV=1<<28,// [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
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.
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.
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)
ImGuiSliderFlags_NoInput=1<<7,// Disable CTRL+Click or Enter key allowing to input text directly into the widget
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.
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
// You can submit a change of pointer type using io.AddMouseSourceEvent().
enumImGuiMouseSource:int
{
ImGuiMouseSource_Mouse=0,// Input is coming from an actual mouse.
ImGuiMouseSource_TouchScreen,// Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
ImGuiMouseSource_Pen,// Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
// Represent a condition.
// 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.
enumImGuiCond_
{
ImGuiCond_None=0,// No condition (always set the variable), same as _Always
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// 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.
// 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).
// - 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.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - 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.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// 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.
// 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.
floatAlpha;// Global alpha applies to everything in Dear ImGui.
floatDisabledAlpha;// Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2WindowPadding;// Padding within a window.
floatWindowRounding;// 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.
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDirWindowMenuButtonPosition;// Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
floatChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
floatChildBorderSize;// 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).
floatPopupRounding;// Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
floatPopupBorderSize;// 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).
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets).
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
floatFrameBorderSize;// Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines.
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
ImVec2CellPadding;// Padding within a table cell
ImVec2TouchExtraPadding;// 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!
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
floatScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar.
floatScrollbarRounding;// Radius of grab corners for scrollbar.
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatLogSliderDeadzone;// The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
floatTabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
floatTabBorderSize;// Thickness of border around tabs.
floatTabMinWidthForCloseButton;// Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDirColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2SelectableTextAlign;// 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.
floatSeparatorTextBorderSize;// Thickkness of border in SeparatorText()
ImVec2SeparatorTextAlign;// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2SeparatorTextPadding;// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2DisplayWindowPadding;// Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
ImVec2DisplaySafeAreaPadding;// 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!
floatMouseCursorScale;// Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
boolAntiAliasedLines;// Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
boolAntiAliasedLinesUseTex;// Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
boolAntiAliasedFill;// 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).
floatCurveTessellationTol;// Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
floatCircleTessellationMaxError;// 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.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
ImGuiConfigFlagsConfigFlags;// = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlagsBackendFlags;// = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2DisplaySize;// <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
floatDeltaTime;// = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
floatIniSavingRate;// = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
constchar*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.
constchar*LogFilename;// = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
floatMouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
floatMouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
ImFontAtlas*Fonts;// <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
floatFontGlobalScale;// = 1.0f // Global scale all fonts
boolFontAllowUserScaling;// = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont*FontDefault;// = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2DisplayFramebufferScale;// = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
boolConfigDockingNoSplit;// = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
boolConfigDockingWithShift;// = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
boolConfigDockingAlwaysTabBar;// = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
boolConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
boolConfigViewportsNoAutoMerge;// = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
boolConfigViewportsNoTaskBarIcon;// = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
boolConfigViewportsNoDecoration;// = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
boolConfigViewportsNoDefaultParent;// = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
boolMouseDrawCursor;// = 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.
boolConfigMacOSXBehaviors;// = 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.
boolConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigWindowsResizeFromEdges;// = 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)
boolConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
floatConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// - tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
// this is inconsistent with other BeginXXX functions and create confusion for many users.
// - we expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
boolConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
boolConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
// - option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
// - backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
// - consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
boolConfigDebugIgnoreFocusLoss;// = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
constchar*BackendPlatformName;// = NULL
constchar*BackendRendererName;// = NULL
void*BackendPlatformUserData;// = NULL // User data for platform backend
void*BackendRendererUserData;// = NULL // User data for renderer backend
void*BackendLanguageUserData;// = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
// 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)
void*ImeWindowHandle;// = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#else
void*_UnusedPadding;// Unused field to keep data structure the same size.
IMGUI_APIvoidAddKeyEvent(ImGuiKeykey,booldown);// Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_APIvoidAddKeyAnalogEvent(ImGuiKeykey,booldown,floatv);// Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_APIvoidAddMousePosEvent(floatx,floaty);// Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_APIvoidAddMouseButtonEvent(intbutton,booldown);// Queue a mouse button change
IMGUI_APIvoidAddMouseViewportEvent(ImGuiIDid);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_APIvoidAddFocusEvent(boolfocused);// Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue a new character input
IMGUI_APIvoidSetKeyEventNativeData(ImGuiKeykey,intnative_keycode,intnative_scancode,intnative_legacy_index=-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_APIvoidSetAppAcceptingEvents(boolaccepting_events);// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
boolWantCaptureMouse;// 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.).
boolWantCaptureKeyboard;// 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.).
boolWantTextInput;// 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).
boolWantSetMousePos;// MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
boolWantSaveIniSettings;// 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!
boolNavActive;// Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavVisible;// Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
floatFramerate;// Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
intMetricsRenderWindows;// Number of visible windows
intMetricsActiveWindows;// Number of active windows
intMetricsActiveAllocations;// Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2MouseDelta;// 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.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
intKeyMap[ImGuiKey_COUNT];// [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
boolKeysDown[ImGuiKey_COUNT];// [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
floatNavInputs[ImGuiNavInput_COUNT];// [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
floatMouseWheelH;// Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
ImGuiMouseSourceMouseSource;// Mouse actual input peripheral (Mouse/TouchScreen/Pen).
ImGuiIDMouseHoveredViewport;// (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
ImGuiKeyChordKeyMods;// Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
ImGuiKeyDataKeysData[ImGuiKey_KeysData_SIZE];// Key state for all known keys. Use IsKeyXXX() functions to access this.
boolWantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2MouseClickedPos[5];// Position at time of clicking
doubleMouseClickedTime[5];// Time of last click (used to figure out double-click)
boolMouseClicked[5];// Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
boolMouseDoubleClicked[5];// Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16MouseClickedCount[5];// == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16MouseClickedLastCount[5];// Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
boolMouseReleased[5];// Mouse button went from Down to !Down
boolMouseDownOwned[5];// Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownOwnedUnlessPopupClose[5];// Track if button was clicked inside a dear imgui window.
boolMouseWheelRequestAxisSwap;// On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - 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)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlagsFlags;// What user passed to InputText() // Read-only
void*UserData;// What user passed to InputText() // Read-only
// Arguments for the different callback events
// - 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.
// - 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.
ImWcharEventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char*Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
intBufTextLen;// 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()
intBufSize;// 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
boolBufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
ImVec2Pos;// Read-only. Window position, for reference.
ImVec2CurrentSize;// Read-only. Current window size.
ImVec2DesiredSize;// Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
structImGuiWindowClass
{
ImGuiIDClassId;// User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiIDParentViewportId;// Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiViewportFlagsViewportFlagsOverrideSet;// Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlagsViewportFlagsOverrideClear;// Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlagsTabItemFlagsOverrideSet;// [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlagsDockNodeFlagsOverrideSet;// [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
boolDockingAlwaysTabBar;// Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
boolDockingAllowUnclassed;// Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
// Sorting specification for one column of a table (sizeof == 12 bytes)
structImGuiTableColumnSortSpecs
{
ImGuiIDColumnUserID;// User id of the column (if specified by a TableSetupColumn() call)
ImS16ColumnIndex;// Index of the column
ImS16SortOrder;// Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
ImGuiSortDirectionSortDirection:8;// ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
structImGuiTableSortSpecs
{
constImGuiTableColumnSortSpecs*Specs;// Pointer to sort spec array.
intSpecsCount;// Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
boolSpecsDirty;// Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - 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).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
IMGUI_APIvoid*GetVoidPtr(ImGuiIDkey)const;// default_val is NULL
IMGUI_APIvoidSetVoidPtr(ImGuiIDkey,void*val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - 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.
// - 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)
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
// scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
intDisplayStart;// First item to display, updated by each call to Step()
intDisplayEnd;// End of items to display (exclusive)
intItemsCount;// [Internal] Number of items
floatItemsHeight;// [Internal] Height of item after a first step and item submission can calculate it
floatStartPosY;// [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
void*TempData;// [Internal] Internal data
// 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)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **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.
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// 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.
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
// 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).
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
structImDrawCmd
{
ImVec4ClipRect;// 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureIDTextureId;// 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.
unsignedintVtxOffset;// 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.
unsignedintIdxOffset;// 4 // Start offset in index buffer.
unsignedintElemCount;// 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[].
ImDrawCallbackUserCallback;// 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// 4-8 // The draw callback code can access this.
ImDrawCmd(){memset(this,0,sizeof(*this));}// Also ensure our padding fields are zeroed
// 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)
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// 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.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
// 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.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// [Internal] For use by ImDrawList
structImDrawCmdHeader
{
ImVec4ClipRect;
ImTextureIDTextureId;
unsignedintVtxOffset;
};
// [Internal] For use by ImDrawListSplitter
structImDrawChannel
{
ImVector<ImDrawCmd>_CmdBuffer;
ImVector<ImDrawIdx>_IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
structImDrawListSplitter
{
int_Current;// Current channel number (0)
int_Count;// Number of active channels (1+)
ImVector<ImDrawChannel>_Channels;// Draw channels (not resized down so _Count might be < Channels.Size)
// (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)
enumImDrawFlags_
{
ImDrawFlags_None=0,
ImDrawFlags_Closed=1<<0,// PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft=1<<4,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight=1<<5,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft=1<<6,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight=1<<7,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone=1<<8,// AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enumImDrawListFlags_
{
ImDrawListFlags_None=0,
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)
ImDrawListFlags_AntiAliasedLinesUseTex=1<<1,// Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill=1<<2,// Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// 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!)
// 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.
structImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd>CmdBuffer;// Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector<ImDrawIdx>IdxBuffer;// Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert>VtxBuffer;// Vertex buffer.
ImDrawListFlagsFlags;// Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsignedint_VtxCurrentIdx;// [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImVector<ImVec2>_Path;// [Internal] current path building
ImDrawCmdHeader_CmdHeader;// [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter_Splitter;// [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
float_FringeScale;// [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
// 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)
IMGUI_APIvoidPushClipRect(constImVec2&clip_rect_min,constImVec2&clip_rect_max,boolintersect_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)
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
IMGUI_APIvoidAddBezierCubic(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,ImU32col,floatthickness,intnum_segments=0);// Cubic Bezier (4 control points)
IMGUI_APIvoidAddBezierQuadratic(constImVec2&p1,constImVec2&p2,constImVec2&p3,ImU32col,floatthickness,intnum_segments=0);// Quadratic Bezier (3 control points)
// Image primitives
// - Read FAQ to understand what ImTextureID is.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "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.
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// 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
IMGUI_APIImDrawList*CloneOutput()const;// Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - 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)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inlinevoidPrimVtx(constImVec2&pos,constImVec2&uv,ImU32col){PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);PrimWriteVtx(pos,uv,col);}// Write vertex with unique index
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
structImDrawData
{
boolValid;// Only valid after Render() is called and before the next NewFrame() is called.
intCmdListsCount;// Number of ImDrawList* to render
intTotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
intTotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
ImDrawList**CmdLists;// Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
ImVec2DisplayPos;// 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)
ImVec2DisplaySize;// Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
ImVec2FramebufferScale;// 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.
ImGuiViewport*OwnerViewport;// Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData(){Clear();}
voidClear(){memset(this,0,sizeof(*this));}// The ImDrawList are owned by ImGuiContext!
IMGUI_APIvoidDeIndexAllBuffers();// 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!
IMGUI_APIvoidScaleClipRects(constImVec2&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.
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
intFontNo;// 0 // Index of font within TTF/OTF file
floatSizePixels;// // Size in pixels for rasterizer (more or less maps to the resulting font height).
intOversampleH;// 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.
intOversampleV;// 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.
boolPixelSnapH;// 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.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
floatGlyphMinAdvanceX;// 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
floatGlyphMaxAdvanceX;// FLT_MAX // Maximum AdvanceX for glyphs
boolMergeMode;// 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.
unsignedintFontBuilderFlags;// 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
ImWcharEllipsisChar;// -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
// [Internal]
charName[40];// Name (strictly to ease debugging)
ImFont*DstFont;
IMGUI_APIImFontConfig();
};
// Hold rendering data for one glyph.
// (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)
structImFontGlyph
{
unsignedintColored: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)
unsignedintVisible:1;// Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsignedintCodepoint:30;// 0x0000..0x10FFFF
floatAdvanceX;// Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
floatX0,Y0,X1,Y1;// Glyph corners
floatU0,V0,U1,V1;// Texture coordinates
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
structImFontGlyphRangesBuilder
{
ImVector<ImU32>UsedChars;// Store 1-bit per Unicode code point (0=unused, 1=used)
inlineboolGetBit(size_tn)const{intoff=(int)(n>>5);ImU32mask=1u<<(n&31);return(UsedChars[off]&mask)!=0;}// Get bit n in the array
inlinevoidSetBit(size_tn){intoff=(int)(n>>5);ImU32mask=1u<<(n&31);UsedChars[off]|=mask;}// Set bit n in the array
inlinevoidAddChar(ImWcharc){SetBit(c);}// Add character
IMGUI_APIvoidAddText(constchar*text,constchar*text_end=NULL);// Add string (each character of the UTF-8 string are added)
IMGUI_APIvoidAddRanges(constImWchar*ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_APIvoidBuildRanges(ImVector<ImWchar>*out_ranges);// Output new ranges
ImFontAtlasFlags_NoBakedLines=1<<2,// Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
// - 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.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*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.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_font_data,intcompressed_font_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_font_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_APIvoidClearInputData();// Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_APIvoidClearTexData();// Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearFonts();// Clear output font data (glyphs storage, UV coordinates).
IMGUI_APIvoidClear();// Clear all input and output.
// Build atlas, retrieve pixel data.
// 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().
// The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_APIboolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** functions.
boolIsBuilt()const{returnFonts.Size>0&&TexReady;}// Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
IMGUI_APIconstImWchar*GetGlyphRangesKorean();// Default + Korean characters
IMGUI_APIconstImWchar*GetGlyphRangesJapanese();// Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseFull();// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_APIconstImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
ImFontAtlasFlagsFlags;// Build flags (see ImFontAtlasFlags_)
ImTextureIDTexID;// 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.
intTexDesiredWidth;// 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.
intTexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
boolLocked;// Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
boolTexReady;// Set when texture was built matching current font input
boolTexPixelsUseColors;// Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsignedchar*TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsignedint*TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
intTexWidth;// Texture width calculated during Build().
intTexHeight;// Texture height calculated during Build().
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel
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.
ImVector<ImFontAtlasCustomRect>CustomRects;// Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig>ConfigData;// Configuration data
ImVec4TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX+1];// UVs for baked anti-aliased lines
// [Internal] Font builder
constImFontBuilderIO*FontBuilderIO;// Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
unsignedintFontBuilderFlags;// Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
// [Internal] Packing data
intPackIdMouseCursors;// Custom texture rectangle ID for white pixel and mouse cursors
intPackIdLines;// Custom texture rectangle ID for baked anti-aliased lines
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
structImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
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).
floatFallbackAdvanceX;// 4 // out // = FallbackGlyph->AdvanceX
floatFontSize;// 4 // in // // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar>IndexLookup;// 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph>Glyphs;// 12-16 // out // // All glyphs.
constImFontGlyph*FallbackGlyph;// 4-8 // out // = FindGlyph(FontFallbackChar)
// Members: Cold ~32/40 bytes
ImFontAtlas*ContainerAtlas;// 4-8 // out // // What we has been loaded into
constImFontConfig*ConfigData;// 4-8 // in // // Pointer within ContainerAtlas->ConfigData
shortConfigDataCount;// 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImWcharFallbackChar;// 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
floatScale;// 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
floatAscent,Descent;// 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
intMetricsTotalSurface;// 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)
ImU8Used4kPagesMap[(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.
IMGUI_APIvoidAddRemapChar(ImWchardst,ImWcharsrc,booloverwrite_dst=true);// Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
ImGuiViewportFlags_NoDecoration=1<<3,// Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon=1<<4,// Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing=1<<5,// Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick=1<<6,// Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs=1<<7,// Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear=1<<8,// Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_NoAutoMerge=1<<9,// Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost=1<<10,// Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows=1<<11,// Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized=1<<12,// Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused=1<<13,// Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
structImGuiViewport
{
ImGuiIDID;// Unique identifier for the viewport
ImGuiViewportFlagsFlags;// See ImGuiViewportFlags_
ImVec2Pos;// Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
ImVec2Size;// Main Area: Size of the viewport.
ImVec2WorkPos;// Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2WorkSize;// Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
floatDpiScale;// 1.0f = 96 DPI = No extra scale.
ImGuiIDParentViewportId;// (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImDrawData*DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
// The library never uses those fields, they are merely storage to facilitate backend implementation.
void*RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void*PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
boolPlatformWindowCreated;// Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
boolPlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
boolPlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
//
// The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
// Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// Platform function --------------------------------------------------- Called by -----
void(*Platform_CreateWindow)(ImGuiViewport*vp);// . . U . . // Create a new platform window for the given viewport
void(*Platform_DestroyWindow)(ImGuiViewport*vp);// N . U . D //
void(*Platform_ShowWindow)(ImGuiViewport*vp);// . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
void(*Platform_SetWindowPos)(ImGuiViewport*vp,ImVec2pos);// . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2(*Platform_GetWindowPos)(ImGuiViewport*vp);// N . . . . //
void(*Platform_SetWindowSize)(ImGuiViewport*vp,ImVec2size);// . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
ImVec2(*Platform_GetWindowSize)(ImGuiViewport*vp);// N . . . . // Get platform window client area size
void(*Platform_SetWindowFocus)(ImGuiViewport*vp);// N . . . . // Move window to front and set input focus
bool(*Platform_GetWindowFocus)(ImGuiViewport*vp);// . . U . . //
bool(*Platform_GetWindowMinimized)(ImGuiViewport*vp);// N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
void(*Platform_SetWindowTitle)(ImGuiViewport*vp,constchar*str);// . . U . . // Set platform window title (given an UTF-8 string)
void(*Platform_SetWindowAlpha)(ImGuiViewport*vp,floatalpha);// . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void(*Platform_UpdateWindow)(ImGuiViewport*vp);// . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
void(*Platform_RenderWindow)(ImGuiViewport*vp,void*render_arg);// . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void(*Platform_SwapBuffers)(ImGuiViewport*vp,void*render_arg);// . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float(*Platform_GetWindowDpiScale)(ImGuiViewport*vp);// N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void(*Platform_OnChangedViewport)(ImGuiViewport*vp);// . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
int(*Platform_CreateVkSurface)(ImGuiViewport*vp,ImU64vk_inst,constvoid*vk_allocators,ImU64*out_vk_surface);// (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
void(*Renderer_CreateWindow)(ImGuiViewport*vp);// . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void(*Renderer_DestroyWindow)(ImGuiViewport*vp);// N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void(*Renderer_SetWindowSize)(ImGuiViewport*vp,ImVec2size);// . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void(*Renderer_RenderWindow)(ImGuiViewport*vp,void*render_arg);// . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void(*Renderer_SwapBuffers)(ImGuiViewport*vp,void*render_arg);// . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*>Viewports;// Main viewports, followed by all secondary viewports.
ImGuiPlatformIO(){memset(this,0,sizeof(*this));}// Zero clear
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
structImGuiPlatformMonitor
{
ImVec2MainPos,MainSize;// Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2WorkPos,WorkSize;// Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
staticinlineImGuiKeyGetKeyIndex(ImGuiKeykey){IM_ASSERT(key>=ImGuiKey_NamedKey_BEGIN&&key<ImGuiKey_NamedKey_END&&"ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey.");returnkey;}
IMGUI_APIboolImageButton(ImTextureIDuser_texture_id,constImVec2&size,constImVec2&uv0=ImVec2(0,0),constImVec2&uv1=ImVec2(1,1),intframe_padding=-1,constImVec4&bg_col=ImVec4(0,0,0,0),constImVec4&tint_col=ImVec4(1,1,1,1));// Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.88 (from May 2022)
staticinlinevoidCaptureKeyboardFromApp(boolwant_capture_keyboard=true){SetNextFrameWantCaptureKeyboard(want_capture_keyboard);}// Renamed as name was misleading + removed default value.
staticinlinevoidCaptureMouseFromApp(boolwant_capture_mouse=true){SetNextFrameWantCaptureMouse(want_capture_mouse);}// Renamed as name was misleading + removed default value.
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
//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!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
typedefImDrawFlagsImDrawCornerFlags;
enumImDrawCornerFlags_
{
ImDrawCornerFlags_None=ImDrawFlags_RoundCornersNone,// Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
ImDrawCornerFlags_TopLeft=ImDrawFlags_RoundCornersTopLeft,// Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
ImDrawCornerFlags_TopRight=ImDrawFlags_RoundCornersTopRight,// Was == 0x02 (1 << 1) prior to 1.82.
ImDrawCornerFlags_BotLeft=ImDrawFlags_RoundCornersBottomLeft,// Was == 0x04 (1 << 2) prior to 1.82.
ImDrawCornerFlags_BotRight=ImDrawFlags_RoundCornersBottomRight,// Was == 0x08 (1 << 3) prior to 1.82.
ImDrawCornerFlags_All=ImDrawFlags_RoundCornersAll,// Was == 0x0F prior to 1.82
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
typedefImGuiKeyChordImGuiModFlags;// == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.