build: move imgui out of src/intel/tools to be reused
[mesa.git] / src / imgui / imgui.h
1 // dear imgui, v1.63 WIP
2 // (headers)
3
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8
9 #pragma once
10
11 // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename)
12 #ifdef IMGUI_USER_CONFIG
13 #include IMGUI_USER_CONFIG
14 #endif
15 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
16 #include "imconfig.h"
17 #endif
18
19 #include <float.h> // FLT_MAX
20 #include <stdarg.h> // va_list
21 #include <stddef.h> // ptrdiff_t, NULL
22 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
23
24 // Version
25 #define IMGUI_VERSION "1.63 WIP"
26 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
27
28 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
29 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
30 #ifndef IMGUI_API
31 #define IMGUI_API
32 #endif
33 #ifndef IMGUI_IMPL_API
34 #define IMGUI_IMPL_API IMGUI_API
35 #endif
36
37 // Helpers
38 #ifndef IM_ASSERT
39 #include <assert.h>
40 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
41 #endif
42 #if defined(__clang__) || defined(__GNUC__)
43 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
44 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
45 #else
46 #define IM_FMTARGS(FMT)
47 #define IM_FMTLIST(FMT)
48 #endif
49 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
50 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
51
52 #if defined(__clang__)
53 #pragma clang diagnostic push
54 #pragma clang diagnostic ignored "-Wold-style-cast"
55 #elif defined(__GNUC__) && __GNUC__ >= 8
56 #pragma GCC diagnostic push
57 #pragma GCC diagnostic ignored "-Wclass-memaccess"
58 #endif
59
60 // Forward declarations
61 struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
62 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
63 struct ImDrawData; // All draw command lists required to render the frame
64 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
65 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
66 struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
67 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
68 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
69 struct ImFontConfig; // Configuration data when adding a font or merging fonts
70 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
71 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
72 struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
73 struct ImGuiStorage; // Simple custom key value storage
74 struct ImGuiStyle; // Runtime data for styling/colors
75 struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
76 struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
77 struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
78 struct ImGuiSizeCallbackData; // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use)
79 struct ImGuiListClipper; // Helper to manually clip large list of items
80 struct ImGuiPayload; // User data payload for drag and drop operations
81 struct ImGuiContext; // ImGui context (opaque)
82 #ifndef ImTextureID
83 typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
84 #endif
85
86 // Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
87 // Use your programming IDE "Go to definition" facility on the names of the right-most columns to find the actual flags/enum lists.
88 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
89 typedef unsigned short ImWchar; // Character for keyboard input/display
90 typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
91 typedef int ImGuiDataType; // enum: a primary data type // enum ImGuiDataType_
92 typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
93 typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
94 typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
95 typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
96 typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
97 typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
98 typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
99 typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
100 typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
101 typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_
102 typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
103 typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
104 typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
105 typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
106 typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
107 typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
108 typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
109 typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
110 typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
111 typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
112 typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
113 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
114 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
115
116 // Scalar data types
117 typedef signed int ImS32; // 32-bit signed integer == int
118 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
119 #if defined(_MSC_VER) && !defined(__clang__)
120 typedef signed __int64 ImS64; // 64-bit signed integer
121 typedef unsigned __int64 ImU64; // 64-bit unsigned integer
122 #else
123 typedef signed long long ImS64; // 64-bit signed integer
124 typedef unsigned long long ImU64; // 64-bit unsigned integer
125 #endif
126
127 // 2D vector (often used to store positions, sizes, etc.)
128 struct ImVec2
129 {
130 float x, y;
131 ImVec2() { x = y = 0.0f; }
132 ImVec2(float _x, float _y) { x = _x; y = _y; }
133 float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
134 #ifdef IM_VEC2_CLASS_EXTRA
135 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.
136 #endif
137 };
138
139 // 4D vector (often used to store floating-point colors)
140 struct ImVec4
141 {
142 float x, y, z, w;
143 ImVec4() { x = y = z = w = 0.0f; }
144 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
145 #ifdef IM_VEC4_CLASS_EXTRA
146 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.
147 #endif
148 };
149
150 // Dear ImGui end-user API
151 // (In a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
152 namespace ImGui
153 {
154 // Context creation and access
155 // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
156 // All those functions are not reliant on the current context.
157 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
158 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
159 IMGUI_API ImGuiContext* GetCurrentContext();
160 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
161 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);
162
163 // Main
164 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
165 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
166 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
167 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
168 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
169 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
170
171 // Demo, Debug, Information
172 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
173 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
174 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
175 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
176 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
177 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
178 IMGUI_API const char* GetVersion(); // get a version string e.g. "1.23"
179
180 // Styles
181 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
182 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
183 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
184
185 // Windows
186 // (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame)
187 // Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window.
188 // You need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.)
189 // Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false.
190 // Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child.
191 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
192 IMGUI_API void End();
193 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
194 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
195 IMGUI_API void EndChild();
196
197 // Windows Utilities
198 IMGUI_API bool IsWindowAppearing();
199 IMGUI_API bool IsWindowCollapsed();
200 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
201 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
202 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
203 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
204 IMGUI_API ImVec2 GetWindowSize(); // get current window size
205 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
206 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
207 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
208 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
209 IMGUI_API float GetContentRegionAvailWidth(); //
210 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
211 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
212 IMGUI_API float GetWindowContentRegionWidth(); //
213
214 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
215 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
216 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
217 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
218 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
219 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
220 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
221 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
222 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
223 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
224 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
225 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
226 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
227 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
228 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
229 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
230
231 // Windows Scrolling
232 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
233 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
234 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
235 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
236 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
237 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
238 IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
239 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
240
241 // Parameters stacks (shared)
242 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
243 IMGUI_API void PopFont();
244 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
245 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
246 IMGUI_API void PopStyleColor(int count = 1);
247 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
248 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
249 IMGUI_API void PopStyleVar(int count = 1);
250 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
251 IMGUI_API ImFont* GetFont(); // get current font
252 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
253 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
254 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
255 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
256 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
257
258 // Parameters stacks (current window)
259 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
260 IMGUI_API void PopItemWidth();
261 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
262 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
263 IMGUI_API void PopTextWrapPos();
264 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
265 IMGUI_API void PopAllowKeyboardFocus();
266 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
267 IMGUI_API void PopButtonRepeat();
268
269 // Cursor / Layout
270 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
271 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
272 IMGUI_API void NewLine(); // undo a SameLine()
273 IMGUI_API void Spacing(); // add vertical spacing
274 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
275 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
276 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
277 IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
278 IMGUI_API void EndGroup();
279 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
280 IMGUI_API float GetCursorPosX(); // "
281 IMGUI_API float GetCursorPosY(); // "
282 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
283 IMGUI_API void SetCursorPosX(float x); // "
284 IMGUI_API void SetCursorPosY(float y); // "
285 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
286 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
287 IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
288 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
289 IMGUI_API float GetTextLineHeight(); // ~ FontSize
290 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
291 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
292 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
293
294 // ID stack/scopes
295 // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
296 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
297 // You can also use the "##foobar" syntax within widget label to distinguish them from each others.
298 // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
299 // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
300 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
301 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
302 IMGUI_API void PushID(const void* ptr_id);
303 IMGUI_API void PushID(int int_id);
304 IMGUI_API void PopID();
305 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
306 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
307 IMGUI_API ImGuiID GetID(const void* ptr_id);
308
309 // Widgets: Text
310 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
311 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
312 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
313 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
314 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
315 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
316 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
317 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
318 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
319 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
320 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
321 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
322 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
323
324 // Widgets: Main
325 // Most widgets return true when the value has been changed or when pressed/selected
326 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
327 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
328 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
329 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
330 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
331 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
332 IMGUI_API bool Checkbox(const char* label, bool* v);
333 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
334 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
335 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
336 IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
337 IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
338 IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
339 IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
340 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
341 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
342
343 // Widgets: Combo Box
344 // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
345 // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
346 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
347 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
348 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
349 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
350 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
351
352 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
353 // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
354 // 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.
355 // 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).
356 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
357 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
358 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
359 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
360 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
361 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
362 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
363 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
364 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
365 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
366 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
367 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
368
369 // Widgets: Input with Keyboard
370 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
371 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
372 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
373 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
374 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
375 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
376 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
377 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
378 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
379 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
380 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
381 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
382 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
383
384 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
385 // 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.
386 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
387 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
388 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
389 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
390 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
391 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
392 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
393 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
394 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
395 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
396 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
397 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
398 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
399 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
400
401 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
402 // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
403 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
404 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
405 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
406 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
407 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
408 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
409
410 // Widgets: Trees
411 // 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.
412 IMGUI_API bool TreeNode(const char* label);
413 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely 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().
414 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
415 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
416 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
417 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
418 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
419 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
420 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
421 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
422 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
423 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
424 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
425 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
426 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
427 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
428 IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
429 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
430
431 // Widgets: Selectable / Lists
432 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
433 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
434 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
435 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
436 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
437 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
438 IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
439
440 // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
441 IMGUI_API void Value(const char* prefix, bool b);
442 IMGUI_API void Value(const char* prefix, int v);
443 IMGUI_API void Value(const char* prefix, unsigned int v);
444 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
445
446 // Tooltips
447 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
448 IMGUI_API void EndTooltip();
449 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
450 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
451
452 // Menus
453 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
454 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
455 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
456 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
457 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
458 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
459 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
460 IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
461
462 // Popups
463 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
464 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
465 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
466 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
467 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
468 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
469 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
470 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened.
471 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
472 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
473
474 // Columns
475 // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
476 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
477 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
478 IMGUI_API int GetColumnIndex(); // get current column index
479 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
480 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
481 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
482 IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
483 IMGUI_API int GetColumnsCount();
484
485 // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
486 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
487 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
488 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
489 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
490 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
491 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
492
493 // Drag and Drop
494 // [BETA API] Missing Demo code. API may evolve.
495 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
496 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
497 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
498 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
499 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
500 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
501
502 // Clipping
503 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
504 IMGUI_API void PopClipRect();
505
506 // Focus, Activation
507 // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged)
508 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item".
509 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
510
511 // Utilities
512 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
513 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
514 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
515 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
516 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
517 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
518 IMGUI_API bool IsItemDeactivatedAfterChange(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
519 IMGUI_API bool IsAnyItemHovered();
520 IMGUI_API bool IsAnyItemActive();
521 IMGUI_API bool IsAnyItemFocused();
522 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space
523 IMGUI_API ImVec2 GetItemRectMax(); // "
524 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
525 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
526 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
527 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
528 IMGUI_API double GetTime();
529 IMGUI_API int GetFrameCount();
530 IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
531 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
532 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
533 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
534 IMGUI_API ImGuiStorage* GetStateStorage();
535 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
536 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
537
538 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
539 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
540
541 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
542 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
543 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
544 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
545
546 // Inputs
547 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
548 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
549 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
550 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
551 IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
552 IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
553 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
554 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
555 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
556 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
557 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
558 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
559 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
560 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
561 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
562 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
563 IMGUI_API void ResetMouseDragDelta(int button = 0); //
564 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
565 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
566 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered.
567 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
568
569 // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
570 IMGUI_API const char* GetClipboardText();
571 IMGUI_API void SetClipboardText(const char* text);
572
573 // Settings/.Ini Utilities
574 // The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
575 // Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
576 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
577 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
578 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
579 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
580
581 // Memory Utilities
582 // All those functions are not reliant on the current context.
583 // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
584 IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
585 IMGUI_API void* MemAlloc(size_t size);
586 IMGUI_API void MemFree(void* ptr);
587
588 } // namespace ImGui
589
590 // Flags for ImGui::Begin()
591 enum ImGuiWindowFlags_
592 {
593 ImGuiWindowFlags_None = 0,
594 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
595 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
596 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
597 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
598 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.
599 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
600 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
601 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
602 ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
603 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
604 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.
605 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
606 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
607 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
608 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
609 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
610 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
611 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
612 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
613
614 // [Internal]
615 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
616 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
617 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
618 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
619 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
620 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
621
622 // [Obsolete]
623 //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
624 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.OptResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
625 };
626
627 // Flags for ImGui::InputText()
628 enum ImGuiInputTextFlags_
629 {
630 ImGuiInputTextFlags_None = 0,
631 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
632 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
633 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
634 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
635 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
636 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
637 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
638 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
639 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
640 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
641 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
642 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).
643 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
644 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
645 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
646 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
647 ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
648 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
649 // [Internal]
650 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
651 };
652
653 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
654 enum ImGuiTreeNodeFlags_
655 {
656 ImGuiTreeNodeFlags_None = 0,
657 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
658 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
659 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
660 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
661 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
662 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
663 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
664 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.
665 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
666 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
667 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().
668 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
669 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
670 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
671 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
672
673 // Obsolete names (will be removed)
674 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
675 , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
676 #endif
677 };
678
679 // Flags for ImGui::Selectable()
680 enum ImGuiSelectableFlags_
681 {
682 ImGuiSelectableFlags_None = 0,
683 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
684 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
685 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
686 };
687
688 // Flags for ImGui::BeginCombo()
689 enum ImGuiComboFlags_
690 {
691 ImGuiComboFlags_None = 0,
692 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
693 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()
694 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
695 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
696 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
697 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
698 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
699 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
700 };
701
702 // Flags for ImGui::IsWindowFocused()
703 enum ImGuiFocusedFlags_
704 {
705 ImGuiFocusedFlags_None = 0,
706 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
707 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
708 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused
709 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
710 };
711
712 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
713 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
714 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
715 enum ImGuiHoveredFlags_
716 {
717 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.
718 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
719 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
720 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
721 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
722 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
723 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
724 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
725 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
726 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
727 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
728 };
729
730 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
731 enum ImGuiDragDropFlags_
732 {
733 ImGuiDragDropFlags_None = 0,
734 // BeginDragDropSource() flags
735 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
736 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
737 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.
738 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.
739 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
740 // AcceptDragDropPayload() flags
741 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.
742 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
743 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
744 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
745 };
746
747 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
748 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
749 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
750
751 // A primary data type
752 enum ImGuiDataType_
753 {
754 ImGuiDataType_S32, // int
755 ImGuiDataType_U32, // unsigned int
756 ImGuiDataType_S64, // long long, __int64
757 ImGuiDataType_U64, // unsigned long long, unsigned __int64
758 ImGuiDataType_Float, // float
759 ImGuiDataType_Double, // double
760 ImGuiDataType_COUNT
761 };
762
763 // A cardinal direction
764 enum ImGuiDir_
765 {
766 ImGuiDir_None = -1,
767 ImGuiDir_Left = 0,
768 ImGuiDir_Right = 1,
769 ImGuiDir_Up = 2,
770 ImGuiDir_Down = 3,
771 ImGuiDir_COUNT
772 };
773
774 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
775 enum ImGuiKey_
776 {
777 ImGuiKey_Tab,
778 ImGuiKey_LeftArrow,
779 ImGuiKey_RightArrow,
780 ImGuiKey_UpArrow,
781 ImGuiKey_DownArrow,
782 ImGuiKey_PageUp,
783 ImGuiKey_PageDown,
784 ImGuiKey_Home,
785 ImGuiKey_End,
786 ImGuiKey_Insert,
787 ImGuiKey_Delete,
788 ImGuiKey_Backspace,
789 ImGuiKey_Space,
790 ImGuiKey_Enter,
791 ImGuiKey_Escape,
792 ImGuiKey_A, // for text edit CTRL+A: select all
793 ImGuiKey_C, // for text edit CTRL+C: copy
794 ImGuiKey_V, // for text edit CTRL+V: paste
795 ImGuiKey_X, // for text edit CTRL+X: cut
796 ImGuiKey_Y, // for text edit CTRL+Y: redo
797 ImGuiKey_Z, // for text edit CTRL+Z: undo
798 ImGuiKey_COUNT
799 };
800
801 // [BETA] Gamepad/Keyboard directional navigation
802 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
803 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
804 // Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
805 enum ImGuiNavInput_
806 {
807 // Gamepad Mapping
808 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
809 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
810 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
811 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
812 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
813 ImGuiNavInput_DpadRight, //
814 ImGuiNavInput_DpadUp, //
815 ImGuiNavInput_DpadDown, //
816 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
817 ImGuiNavInput_LStickRight, //
818 ImGuiNavInput_LStickUp, //
819 ImGuiNavInput_LStickDown, //
820 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
821 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
822 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
823 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
824
825 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
826 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
827 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
828 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
829 ImGuiNavInput_KeyRight_, // move right
830 ImGuiNavInput_KeyUp_, // move up
831 ImGuiNavInput_KeyDown_, // move down
832 ImGuiNavInput_COUNT,
833 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
834 };
835
836 // Configuration flags stored in io.ConfigFlags. Set by user/application.
837 enum ImGuiConfigFlags_
838 {
839 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
840 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
841 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
842 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
843 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
844 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
845
846 // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
847 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
848 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
849 };
850
851 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
852 enum ImGuiBackendFlags_
853 {
854 ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
855 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
856 ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
857 };
858
859 // Enumeration for PushStyleColor() / PopStyleColor()
860 enum ImGuiCol_
861 {
862 ImGuiCol_Text,
863 ImGuiCol_TextDisabled,
864 ImGuiCol_WindowBg, // Background of normal windows
865 ImGuiCol_ChildBg, // Background of child windows
866 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
867 ImGuiCol_Border,
868 ImGuiCol_BorderShadow,
869 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
870 ImGuiCol_FrameBgHovered,
871 ImGuiCol_FrameBgActive,
872 ImGuiCol_TitleBg,
873 ImGuiCol_TitleBgActive,
874 ImGuiCol_TitleBgCollapsed,
875 ImGuiCol_MenuBarBg,
876 ImGuiCol_ScrollbarBg,
877 ImGuiCol_ScrollbarGrab,
878 ImGuiCol_ScrollbarGrabHovered,
879 ImGuiCol_ScrollbarGrabActive,
880 ImGuiCol_CheckMark,
881 ImGuiCol_SliderGrab,
882 ImGuiCol_SliderGrabActive,
883 ImGuiCol_Button,
884 ImGuiCol_ButtonHovered,
885 ImGuiCol_ButtonActive,
886 ImGuiCol_Header,
887 ImGuiCol_HeaderHovered,
888 ImGuiCol_HeaderActive,
889 ImGuiCol_Separator,
890 ImGuiCol_SeparatorHovered,
891 ImGuiCol_SeparatorActive,
892 ImGuiCol_ResizeGrip,
893 ImGuiCol_ResizeGripHovered,
894 ImGuiCol_ResizeGripActive,
895 ImGuiCol_PlotLines,
896 ImGuiCol_PlotLinesHovered,
897 ImGuiCol_PlotHistogram,
898 ImGuiCol_PlotHistogramHovered,
899 ImGuiCol_TextSelectedBg,
900 ImGuiCol_DragDropTarget,
901 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
902 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
903 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
904 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
905 ImGuiCol_COUNT
906
907 // Obsolete names (will be removed)
908 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
909 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
910 , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
911 //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
912 //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
913 #endif
914 };
915
916 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
917 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
918 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
919 enum ImGuiStyleVar_
920 {
921 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
922 ImGuiStyleVar_Alpha, // float Alpha
923 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
924 ImGuiStyleVar_WindowRounding, // float WindowRounding
925 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
926 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
927 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
928 ImGuiStyleVar_ChildRounding, // float ChildRounding
929 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
930 ImGuiStyleVar_PopupRounding, // float PopupRounding
931 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
932 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
933 ImGuiStyleVar_FrameRounding, // float FrameRounding
934 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
935 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
936 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
937 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
938 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
939 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
940 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
941 ImGuiStyleVar_GrabRounding, // float GrabRounding
942 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
943 ImGuiStyleVar_COUNT
944
945 // Obsolete names (will be removed)
946 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
947 , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
948 #endif
949 };
950
951 // Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
952 enum ImGuiColorEditFlags_
953 {
954 ImGuiColorEditFlags_None = 0,
955 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
956 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
957 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
958 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
959 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
960 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
961 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
962 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
963 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
964
965 // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
966 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
967 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
968 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
969 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).
970 ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
971 ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
972 ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
973 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
974 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.
975 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
976 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
977
978 // [Internal] Masks
979 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
980 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
981 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
982 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
983 };
984
985 // Enumeration for GetMouseCursor()
986 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
987 enum ImGuiMouseCursor_
988 {
989 ImGuiMouseCursor_None = -1,
990 ImGuiMouseCursor_Arrow = 0,
991 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
992 ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
993 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
994 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
995 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
996 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
997 ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
998 ImGuiMouseCursor_COUNT
999
1000 // Obsolete names (will be removed)
1001 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1002 , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1003 #endif
1004 };
1005
1006 // Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1007 // 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.
1008 enum ImGuiCond_
1009 {
1010 ImGuiCond_Always = 1 << 0, // Set the variable
1011 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1012 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1013 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1014
1015 // Obsolete names (will be removed)
1016 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1017 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1018 #endif
1019 };
1020
1021 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1022 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1023 struct ImGuiStyle
1024 {
1025 float Alpha; // Global alpha applies to everything in ImGui.
1026 ImVec2 WindowPadding; // Padding within a window.
1027 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1028 float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1029 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1030 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1031 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1032 float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1033 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1034 float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1035 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1036 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1037 float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1038 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1039 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1040 ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1041 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1042 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1043 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1044 float ScrollbarRounding; // Radius of grab corners for scrollbar.
1045 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1046 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1047 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
1048 ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
1049 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1050 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1051 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1052 bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1053 float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1054 ImVec4 Colors[ImGuiCol_COUNT];
1055
1056 IMGUI_API ImGuiStyle();
1057 IMGUI_API void ScaleAllSizes(float scale_factor);
1058 };
1059
1060 // This is where your app communicate with ImGui. Access via ImGui::GetIO().
1061 // Read 'Programmer guide' section in .cpp file for general usage.
1062 struct ImGuiIO
1063 {
1064 //------------------------------------------------------------------
1065 // Settings (fill once) // Default value:
1066 //------------------------------------------------------------------
1067
1068 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1069 ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end.
1070 ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
1071 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1072 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1073 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1074 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1075 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1076 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1077 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1078 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1079 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1080 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1081 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1082
1083 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
1084 float FontGlobalScale; // = 1.0f // Global scale all fonts
1085 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1086 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1087 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
1088 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
1089 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
1090
1091 // Miscellaneous options
1092 bool OptMacOSXBehaviors; // = 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
1093 bool OptCursorBlink; // = true // Enable blinking cursor, for users who consider it annoying.
1094 bool OptResizeWindowsFromEdges;// = false // [BETA] 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 the ImGuiWindowFlags_ResizeFromAnySide flag)
1095
1096 //------------------------------------------------------------------
1097 // Settings (User Functions)
1098 //------------------------------------------------------------------
1099
1100 // Optional: access OS clipboard
1101 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1102 const char* (*GetClipboardTextFn)(void* user_data);
1103 void (*SetClipboardTextFn)(void* user_data, const char* text);
1104 void* ClipboardUserData;
1105
1106 // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
1107 // (default to use native imm32 api on Windows)
1108 void (*ImeSetInputScreenPosFn)(int x, int y);
1109 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1110
1111 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1112 // [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1113 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1114 void (*RenderDrawListsFn)(ImDrawData* data);
1115 #else
1116 // This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1117 void* RenderDrawListsFnDummy;
1118 #endif
1119
1120 //------------------------------------------------------------------
1121 // Input - Fill before calling NewFrame()
1122 //------------------------------------------------------------------
1123
1124 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1125 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1126 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1127 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1128 bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
1129 bool KeyCtrl; // Keyboard modifier pressed: Control
1130 bool KeyShift; // Keyboard modifier pressed: Shift
1131 bool KeyAlt; // Keyboard modifier pressed: Alt
1132 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1133 bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1134 ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
1135 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
1136
1137 // Functions
1138 IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
1139 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
1140 inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
1141
1142 //------------------------------------------------------------------
1143 // Output - Retrieve after calling NewFrame()
1144 //------------------------------------------------------------------
1145
1146 bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1147 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1148 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1149 bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1150 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1151 bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1152 bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1153 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1154 int MetricsRenderVertices; // Vertices output during last call to Render()
1155 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1156 int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
1157 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
1158
1159 //------------------------------------------------------------------
1160 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1161 //------------------------------------------------------------------
1162
1163 ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
1164 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1165 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1166 bool MouseClicked[5]; // Mouse button went from !Down to Down
1167 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1168 bool MouseReleased[5]; // Mouse button went from Down to !Down
1169 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1170 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1171 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1172 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1173 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1174 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1175 float KeysDownDurationPrev[512]; // Previous duration the key has been down
1176 float NavInputsDownDuration[ImGuiNavInput_COUNT];
1177 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1178
1179 IMGUI_API ImGuiIO();
1180 };
1181
1182 //-----------------------------------------------------------------------------
1183 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1184 //-----------------------------------------------------------------------------
1185
1186 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1187 namespace ImGui
1188 {
1189 // OBSOLETED in 1.61 (from Apr 2018)
1190 IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1191 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1192 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1193 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
1194 // OBSOLETED in 1.60 (from Dec 2017)
1195 static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
1196 static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1197 static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
1198 // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1199 static inline void ShowTestWindow() { return ShowDemoWindow(); }
1200 static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
1201 static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
1202 static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1203 static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1204 // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1205 IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
1206 static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
1207 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1208 static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1209 // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
1210 static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
1211 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
1212 static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1213 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1214 // OBSOLETED IN 1.49 (between Apr 2016 and May 2016)
1215 static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); }
1216 }
1217 #endif
1218
1219 //-----------------------------------------------------------------------------
1220 // Helpers
1221 //-----------------------------------------------------------------------------
1222
1223 // Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
1224 // *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code!
1225 template<typename T>
1226 class ImVector
1227 {
1228 public:
1229 int Size;
1230 int Capacity;
1231 T* Data;
1232
1233 typedef T value_type;
1234 typedef value_type* iterator;
1235 typedef const value_type* const_iterator;
1236
1237 inline ImVector() { Size = Capacity = 0; Data = NULL; }
1238 inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1239 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1240 inline ImVector& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
1241
1242 inline bool empty() const { return Size == 0; }
1243 inline int size() const { return Size; }
1244 inline int capacity() const { return Capacity; }
1245 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1246 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1247
1248 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
1249 inline iterator begin() { return Data; }
1250 inline const_iterator begin() const { return Data; }
1251 inline iterator end() { return Data + Size; }
1252 inline const_iterator end() const { return Data + Size; }
1253 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
1254 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1255 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1256 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1257 inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1258
1259 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
1260 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1261 inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
1262 inline void reserve(int new_capacity)
1263 {
1264 if (new_capacity <= Capacity)
1265 return;
1266 value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
1267 if (Data)
1268 {
1269 memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
1270 ImGui::MemFree(Data);
1271 }
1272 Data = new_data;
1273 Capacity = new_capacity;
1274 }
1275
1276 // NB: It is forbidden 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.
1277 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1278 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1279 inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1280 inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
1281 inline iterator erase(const_iterator it, const_iterator it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(value_type)); Size -= (int)count; return Data + off; }
1282 inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; }
1283 inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
1284 inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
1285 inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
1286 };
1287
1288 // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1289 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1290 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1291 struct ImNewDummy {};
1292 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1293 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1294 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1295 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1296 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1297
1298 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1299 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1300 struct ImGuiOnceUponAFrame
1301 {
1302 ImGuiOnceUponAFrame() { RefFrame = -1; }
1303 mutable int RefFrame;
1304 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1305 };
1306
1307 // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1308 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
1309 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
1310 #endif
1311
1312 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1313 struct ImGuiTextFilter
1314 {
1315 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1316 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1317 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1318 IMGUI_API void Build();
1319 void Clear() { InputBuf[0] = 0; Build(); }
1320 bool IsActive() const { return !Filters.empty(); }
1321
1322 // [Internal]
1323 struct TextRange
1324 {
1325 const char* b;
1326 const char* e;
1327
1328 TextRange() { b = e = NULL; }
1329 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1330 const char* begin() const { return b; }
1331 const char* end () const { return e; }
1332 bool empty() const { return b == e; }
1333 IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1334 };
1335 char InputBuf[256];
1336 ImVector<TextRange> Filters;
1337 int CountGrep;
1338 };
1339
1340 // Helper: Text buffer for logging/accumulating text
1341 struct ImGuiTextBuffer
1342 {
1343 ImVector<char> Buf;
1344
1345 ImGuiTextBuffer() { Buf.push_back(0); }
1346 inline char operator[](int i) { return Buf.Data[i]; }
1347 const char* begin() const { return &Buf.front(); }
1348 const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
1349 int size() const { return Buf.Size - 1; }
1350 bool empty() { return Buf.Size <= 1; }
1351 void clear() { Buf.clear(); Buf.push_back(0); }
1352 void reserve(int capacity) { Buf.reserve(capacity); }
1353 const char* c_str() const { return Buf.Data; }
1354 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1355 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1356 };
1357
1358 // Helper: Simple Key->value storage
1359 // Typically you don't have to worry about this since a storage is held within each Window.
1360 // We use it to e.g. store collapse state for a tree (Int 0/1)
1361 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1362 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1363 // - 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).
1364 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1365 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1366 struct ImGuiStorage
1367 {
1368 struct Pair
1369 {
1370 ImGuiID key;
1371 union { int val_i; float val_f; void* val_p; };
1372 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1373 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1374 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1375 };
1376 ImVector<Pair> Data;
1377
1378 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1379 // - Set***() functions find pair, insertion on demand if missing.
1380 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1381 void Clear() { Data.clear(); }
1382 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1383 IMGUI_API void SetInt(ImGuiID key, int val);
1384 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1385 IMGUI_API void SetBool(ImGuiID key, bool val);
1386 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1387 IMGUI_API void SetFloat(ImGuiID key, float val);
1388 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1389 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1390
1391 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1392 // - 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.
1393 // - 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)
1394 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1395 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1396 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1397 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1398 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1399
1400 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1401 IMGUI_API void SetAllInt(int val);
1402
1403 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1404 IMGUI_API void BuildSortByKey();
1405 };
1406
1407 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
1408 struct ImGuiTextEditCallbackData
1409 {
1410 ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
1411 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1412 void* UserData; // What user passed to InputText() // Read-only
1413 bool ReadOnly; // Read-only mode // Read-only
1414
1415 // CharFilter event:
1416 ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
1417
1418 // Completion,History,Always events:
1419 // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
1420 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
1421 char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
1422 int BufTextLen; // Current text length in bytes // Read-write
1423 int BufSize; // Maximum text length in bytes // Read-only
1424 bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
1425 int CursorPos; // // Read-write
1426 int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
1427 int SelectionEnd; // // Read-write
1428
1429 // NB: Helper functions for text manipulation. Calling those function loses selection.
1430 IMGUI_API void DeleteChars(int pos, int bytes_count);
1431 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1432 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1433 };
1434
1435 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1436 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1437 struct ImGuiSizeCallbackData
1438 {
1439 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1440 ImVec2 Pos; // Read-only. Window position, for reference.
1441 ImVec2 CurrentSize; // Read-only. Current window size.
1442 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1443 };
1444
1445 // Data payload for Drag and Drop operations
1446 struct ImGuiPayload
1447 {
1448 // Members
1449 void* Data; // Data (copied and owned by dear imgui)
1450 int DataSize; // Data size
1451
1452 // [Internal]
1453 ImGuiID SourceId; // Source item id
1454 ImGuiID SourceParentId; // Source parent id (if available)
1455 int DataFrameCount; // Data timestamp
1456 char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1457 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1458 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1459
1460 ImGuiPayload() { Clear(); }
1461 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1462 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1463 bool IsPreview() const { return Preview; }
1464 bool IsDelivery() const { return Delivery; }
1465 };
1466
1467 // Helpers macros to generate 32-bits encoded colors
1468 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1469 #define IM_COL32_R_SHIFT 16
1470 #define IM_COL32_G_SHIFT 8
1471 #define IM_COL32_B_SHIFT 0
1472 #define IM_COL32_A_SHIFT 24
1473 #define IM_COL32_A_MASK 0xFF000000
1474 #else
1475 #define IM_COL32_R_SHIFT 0
1476 #define IM_COL32_G_SHIFT 8
1477 #define IM_COL32_B_SHIFT 16
1478 #define IM_COL32_A_SHIFT 24
1479 #define IM_COL32_A_MASK 0xFF000000
1480 #endif
1481 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
1482 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1483 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1484 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1485
1486 // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1487 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1488 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1489 // **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.
1490 struct ImColor
1491 {
1492 ImVec4 Value;
1493
1494 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1495 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
1496 ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1497 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1498 ImColor(const ImVec4& col) { Value = col; }
1499 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1500 inline operator ImVec4() const { return Value; }
1501
1502 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1503 inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
1504 static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
1505 };
1506
1507 // Helper: Manually clip large list of items.
1508 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1509 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1510 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1511 // Usage:
1512 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1513 // while (clipper.Step())
1514 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1515 // ImGui::Text("line number %d", i);
1516 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1517 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1518 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1519 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1520 struct ImGuiListClipper
1521 {
1522 float StartPosY;
1523 float ItemsHeight;
1524 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1525
1526 // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1527 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1528 // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1529 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
1530 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1531
1532 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1533 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1534 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1535 };
1536
1537 //-----------------------------------------------------------------------------
1538 // Draw List
1539 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1540 //-----------------------------------------------------------------------------
1541
1542 // Draw callbacks for advanced uses.
1543 // 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)
1544 // Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
1545 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
1546 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1547
1548 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1549 struct ImDrawCmd
1550 {
1551 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1552 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1553 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1554 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1555 void* UserCallbackData; // The draw callback code can access this.
1556
1557 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
1558 };
1559
1560 // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
1561 #ifndef ImDrawIdx
1562 typedef unsigned short ImDrawIdx;
1563 #endif
1564
1565 // Vertex layout
1566 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1567 struct ImDrawVert
1568 {
1569 ImVec2 pos;
1570 ImVec2 uv;
1571 ImU32 col;
1572 };
1573 #else
1574 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1575 // 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.
1576 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1577 // 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.
1578 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1579 #endif
1580
1581 // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1582 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1583 struct ImDrawChannel
1584 {
1585 ImVector<ImDrawCmd> CmdBuffer;
1586 ImVector<ImDrawIdx> IdxBuffer;
1587 };
1588
1589 enum ImDrawCornerFlags_
1590 {
1591 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1592 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1593 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1594 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1595 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1596 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1597 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1598 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1599 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1600 };
1601
1602 enum ImDrawListFlags_
1603 {
1604 ImDrawListFlags_AntiAliasedLines = 1 << 0,
1605 ImDrawListFlags_AntiAliasedFill = 1 << 1
1606 };
1607
1608 // Draw command list
1609 // 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.
1610 // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1611 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1612 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1613 // 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.
1614 struct ImDrawList
1615 {
1616 // This is what you have to render
1617 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1618 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1619 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1620 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1621
1622 // [Internal, used while building lists]
1623 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1624 const char* _OwnerName; // Pointer to owner window's name for debugging
1625 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1626 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1627 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1628 ImVector<ImVec4> _ClipRectStack; // [Internal]
1629 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1630 ImVector<ImVec2> _Path; // [Internal] current path building
1631 int _ChannelsCurrent; // [Internal] current channel number (0)
1632 int _ChannelsCount; // [Internal] number of active channels (1+)
1633 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1634
1635 // 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)
1636 ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1637 ~ImDrawList() { ClearFreeMemory(); }
1638 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1639 IMGUI_API void PushClipRectFullScreen();
1640 IMGUI_API void PopClipRect();
1641 IMGUI_API void PushTextureID(ImTextureID texture_id);
1642 IMGUI_API void PopTextureID();
1643 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1644 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1645
1646 // Primitives
1647 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1648 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1649 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1650 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1651 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1652 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1653 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1654 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1655 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1656 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1657 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1658 IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
1659 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1660 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1661 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1662 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1663 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1664 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1665
1666 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
1667 inline void PathClear() { _Path.resize(0); }
1668 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1669 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1670 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); } // Note: Anti-aliased filling requires points to be in clockwise order.
1671 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
1672 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1673 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1674 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1675 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1676
1677 // Channels
1678 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1679 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1680 IMGUI_API void ChannelsSplit(int channels_count);
1681 IMGUI_API void ChannelsMerge();
1682 IMGUI_API void ChannelsSetCurrent(int channel_index);
1683
1684 // Advanced
1685 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1686 IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
1687 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1688
1689 // Internal helpers
1690 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1691 IMGUI_API void Clear();
1692 IMGUI_API void ClearFreeMemory();
1693 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1694 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1695 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1696 IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
1697 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1698 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1699 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1700 IMGUI_API void UpdateClipRect();
1701 IMGUI_API void UpdateTextureID();
1702 };
1703
1704 // All draw data to render an ImGui frame
1705 // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1706 struct ImDrawData
1707 {
1708 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1709 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1710 int CmdListsCount; // Number of ImDrawList* to render
1711 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1712 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1713 ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1714 ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1715
1716 // Functions
1717 ImDrawData() { Valid = false; Clear(); }
1718 ~ImDrawData() { Clear(); }
1719 void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1720 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1721 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1722 };
1723
1724 struct ImFontConfig
1725 {
1726 void* FontData; // // TTF/OTF data
1727 int FontDataSize; // // TTF/OTF data size
1728 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1729 int FontNo; // 0 // Index of font within TTF/OTF file
1730 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1731 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1732 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1733 bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
1734 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1735 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1736 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1737 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1738 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1739 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
1740 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1741 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1742
1743 // [Internal]
1744 char Name[40]; // Name (strictly to ease debugging)
1745 ImFont* DstFont;
1746
1747 IMGUI_API ImFontConfig();
1748 };
1749
1750 struct ImFontGlyph
1751 {
1752 ImWchar Codepoint; // 0x0000..0xFFFF
1753 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1754 float X0, Y0, X1, Y1; // Glyph corners
1755 float U0, V0, U1, V1; // Texture coordinates
1756 };
1757
1758 enum ImFontAtlasFlags_
1759 {
1760 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1761 ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1762 };
1763
1764 // Load and rasterize multiple TTF/OTF fonts into a same texture.
1765 // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
1766 // We also add custom graphic data into the texture that serves for ImGui.
1767 // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
1768 // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1769 // 3. Upload the pixels data into a texture within your graphics system.
1770 // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
1771 // IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1772 struct ImFontAtlas
1773 {
1774 IMGUI_API ImFontAtlas();
1775 IMGUI_API ~ImFontAtlas();
1776 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1777 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1778 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1779 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
1780 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
1781 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
1782 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
1783 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1784 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1785 IMGUI_API void Clear(); // Clear all input and output.
1786
1787 // Build atlas, retrieve pixel data.
1788 // 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().
1789 // RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
1790 // Pitch = Width * BytesPerPixels
1791 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1792 IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
1793 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1794 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1795 void SetTexID(ImTextureID id) { TexID = id; }
1796
1797 //-------------------------------------------
1798 // Glyph Ranges
1799 //-------------------------------------------
1800
1801 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
1802 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
1803 // NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data.
1804 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
1805 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
1806 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
1807 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
1808 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
1809 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
1810 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
1811
1812 // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
1813 struct GlyphRangesBuilder
1814 {
1815 ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1816 GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
1817 bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
1818 void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
1819 void AddChar(ImWchar c) { SetBit(c); } // Add character
1820 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1821 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1822 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1823 };
1824
1825 //-------------------------------------------
1826 // Custom Rectangles/Glyphs API
1827 //-------------------------------------------
1828
1829 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
1830 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
1831 struct CustomRect
1832 {
1833 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
1834 unsigned short Width, Height; // Input // Desired rectangle dimension
1835 unsigned short X, Y; // Output // Packed position in Atlas
1836 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
1837 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
1838 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
1839 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
1840 bool IsPacked() const { return X != 0xFFFF; }
1841 };
1842
1843 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
1844 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
1845 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
1846
1847 // [Internal]
1848 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
1849 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
1850
1851 //-------------------------------------------
1852 // Members
1853 //-------------------------------------------
1854
1855 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
1856 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
1857 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
1858 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
1859 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
1860
1861 // [Internal]
1862 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
1863 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
1864 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
1865 int TexWidth; // Texture width calculated during Build().
1866 int TexHeight; // Texture height calculated during Build().
1867 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
1868 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
1869 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.
1870 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
1871 ImVector<ImFontConfig> ConfigData; // Internal data
1872 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
1873 };
1874
1875 // Font runtime data and rendering
1876 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
1877 struct ImFont
1878 {
1879 // Members: Hot ~62/78 bytes
1880 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
1881 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
1882 ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
1883 ImVector<ImFontGlyph> Glyphs; // // All glyphs.
1884 ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
1885 ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
1886 const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
1887 float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
1888 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
1889
1890 // Members: Cold ~18/26 bytes
1891 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
1892 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
1893 ImFontAtlas* ContainerAtlas; // // What we has been loaded into
1894 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
1895 bool DirtyLookupTables;
1896 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
1897
1898 // Methods
1899 IMGUI_API ImFont();
1900 IMGUI_API ~ImFont();
1901 IMGUI_API void ClearOutputData();
1902 IMGUI_API void BuildLookupTable();
1903 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
1904 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
1905 IMGUI_API void SetFallbackChar(ImWchar c);
1906 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
1907 bool IsLoaded() const { return ContainerAtlas != NULL; }
1908 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
1909
1910 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
1911 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
1912 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
1913 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
1914 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
1915 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
1916
1917 // [Internal]
1918 IMGUI_API void GrowIndex(int new_size);
1919 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
1920 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
1921
1922 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1923 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
1924 #endif
1925 };
1926
1927 #if defined(__clang__)
1928 #pragma clang diagnostic pop
1929 #elif defined(__GNUC__) && __GNUC__ >= 8
1930 #pragma GCC diagnostic pop
1931 #endif
1932
1933 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
1934 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
1935 #include "imgui_user.h"
1936 #endif