// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
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#ifndef IMGUI_API
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#defineIMGUI_API
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#endif
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#ifndef IMGUI_IMPL_API
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#defineIMGUI_IMPL_API IMGUI_API
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#endif
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// Helper Macros
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#ifndef IM_ASSERT
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#include<assert.h>
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#defineIM_ASSERT(_EXPR)assert(_EXPR)// You can override the default assert handler by editing imconfig.h
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#endif
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#defineIM_ARRAYSIZE(_ARR)((int)(sizeof(_ARR)/sizeof(*(_ARR))))// Size of a static C-style array. Don't use on pointers!
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#defineIM_UNUSED(_VAR)((void)(_VAR))// Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
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#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
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#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
structImDrawChannel;// Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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structImDrawCmd;// A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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structImDrawData;// All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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structImDrawList;// A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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structImDrawListSharedData;// Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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structImDrawListSplitter;// Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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structImDrawVert;// A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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structImFont;// Runtime data for a single font within a parent ImFontAtlas
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structImFontAtlas;// Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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structImFontBuilderIO;// Opaque interface to a font builder (stb_truetype or FreeType).
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structImFontConfig;// Configuration data when adding a font or merging fonts
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structImFontGlyph;// A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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structImFontGlyphRangesBuilder;// Helper to build glyph ranges from text/string data
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structImColor;// Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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structImGuiContext;// Dear ImGui context (opaque structure, unless including imgui_internal.h)
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structImGuiIO;// Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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structImGuiInputTextCallbackData;// Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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structImGuiKeyData;// Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
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structImGuiListClipper;// Helper to manually clip large list of items
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structImGuiMultiSelectIO;// Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
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structImGuiOnceUponAFrame;// Helper for running a block of code not more than once a frame
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structImGuiPayload;// User data payload for drag and drop operations
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structImGuiPlatformIO;// Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
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structImGuiPlatformImeData;// Platform IME data for io.PlatformSetImeDataFn() function.
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structImGuiPlatformMonitor;// Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
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structImGuiSelectionBasicStorage;// Optional helper to store multi-selection state + apply multi-selection requests.
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structImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
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structImGuiSelectionRequest;// A selection request (stored in ImGuiMultiSelectIO)
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structImGuiSizeCallbackData;// Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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structImGuiStorage;// Helper for key->value storage (container sorted by key)
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structImGuiStoragePair;// Helper for key->value storage (pair)
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structImGuiStyle;// Runtime data for styling/colors
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structImGuiTableSortSpecs;// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
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structImGuiTableColumnSortSpecs;// Sorting specification for one column of a table
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structImGuiTextBuffer;// Helper to hold and append into a text buffer (~string builder)
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structImGuiTextFilter;// Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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structImGuiViewport;// A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
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structImGuiWindowClass;// Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
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// Enumerations
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// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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enumImGuiDir : int;// -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
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enumImGuiKey : int;// -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
typedefintImGuiMouseCursor;// -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
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typedefintImGuiStyleVar;// -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedefintImGuiTableBgTarget;// -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
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// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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typedefintImDrawFlags;// -> enum ImDrawFlags_ // Flags: for ImDrawList functions
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typedefintImDrawListFlags;// -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
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typedefintImFontAtlasFlags;// -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
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typedefintImGuiBackendFlags;// -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
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typedefintImGuiButtonFlags;// -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
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typedefintImGuiChildFlags;// -> enum ImGuiChildFlags_ // Flags: for BeginChild()
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typedefintImGuiColorEditFlags;// -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
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typedefintImGuiConfigFlags;// -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
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typedefintImGuiComboFlags;// -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
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typedefintImGuiDockNodeFlags;// -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
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typedefintImGuiDragDropFlags;// -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
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typedefintImGuiFocusedFlags;// -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
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typedefintImGuiHoveredFlags;// -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
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typedefintImGuiInputFlags;// -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
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typedefintImGuiInputTextFlags;// -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
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typedefintImGuiItemFlags;// -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
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typedefintImGuiKeyChord;// -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
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typedefintImGuiPopupFlags;// -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
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typedefintImGuiMultiSelectFlags;// -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
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typedefintImGuiSelectableFlags;// -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
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typedefintImGuiSliderFlags;// -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
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typedefintImGuiTabBarFlags;// -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
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typedefintImGuiTabItemFlags;// -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
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typedefintImGuiTableFlags;// -> enum ImGuiTableFlags_ // Flags: For BeginTable()
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typedefintImGuiTableColumnFlags;// -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
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typedefintImGuiTableRowFlags;// -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
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typedefintImGuiTreeNodeFlags;// -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
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typedefintImGuiViewportFlags;// -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedefintImGuiWindowFlags;// -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
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// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
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#ifndef ImTextureID
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typedef ImU64 ImTextureID;// Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedefunsignedshortImDrawIdx;// Default: 16-bit (for maximum compatibility with renderer backends)
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#endif
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedefunsignedintImWchar32;// A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedefunsignedshortImWchar16;// A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Multi-Selection item index or identifier when using BeginMultiSelect()
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// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
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// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
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typedef ImS64 ImGuiSelectionUserData;
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// Callback and functions types
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typedefint(*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);// Callback function for ImGui::InputText()
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typedefvoid(*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);// Callback function for ImGui::SetNextWindowSizeConstraints()
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typedefvoid*(*ImGuiMemAllocFunc)(size_t sz,void* user_data);// Function signature for ImGui::SetAllocatorFunctions()
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typedefvoid(*ImGuiMemFreeFunc)(void* ptr,void* user_data);// Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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IM_MSVC_RUNTIME_CHECKS_OFF
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structImVec2
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{
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float x, y;
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constexpr ImVec2():x(0.0f),y(0.0f){}
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constexpr ImVec2(float _x,float _y):x(_x),y(_y){}
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float& operator[](size_t idx){IM_ASSERT(idx ==0|| idx ==1);return((float*)(void*)(char*)this)[idx];}// We very rarely use this [] operator, so the assert overhead is fine.
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
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#endif
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};
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
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// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
IMGUI_API ImGuiIO&GetIO();// access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
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IMGUI_API ImGuiPlatformIO&GetPlatformIO();// access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
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IMGUI_API ImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
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IMGUI_API voidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
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IMGUI_API voidEndFrame();// ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
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IMGUI_API voidRender();// ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
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IMGUI_API ImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render.
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// Demo, Debug, Information
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IMGUI_API voidShowDemoWindow(bool* p_open =NULL);// create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API voidShowMetricsWindow(bool* p_open =NULL);// create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
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IMGUI_API voidShowDebugLogWindow(bool* p_open =NULL);// create Debug Log window. display a simplified log of important dear imgui events.
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IMGUI_API voidShowIDStackToolWindow(bool* p_open =NULL);// create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
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IMGUI_API voidShowAboutWindow(bool* p_open =NULL);// create About window. display Dear ImGui version, credits and build/system information.
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IMGUI_API voidShowStyleEditor(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)
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IMGUI_API boolShowStyleSelector(constchar* label);// add style selector block (not a window), essentially a combo listing the default styles.
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IMGUI_API voidShowFontSelector(constchar* label);// add font selector block (not a window), essentially a combo listing the loaded fonts.
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IMGUI_API voidShowUserGuide();// add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
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IMGUI_API constchar*GetVersion();// get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
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// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
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// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
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IMGUI_API boolIsWindowAppearing();
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IMGUI_API boolIsWindowCollapsed();
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IMGUI_API boolIsWindowFocused(ImGuiFocusedFlags flags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
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IMGUI_API boolIsWindowHovered(ImGuiHoveredFlags flags=0);// is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
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IMGUI_API ImDrawList*GetWindowDrawList();// get draw list associated to the current window, to append your own drawing primitives
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IMGUI_API floatGetWindowDpiScale();// get DPI scale currently associated to the current window's viewport.
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IMGUI_API ImVec2 GetWindowPos();// get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
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IMGUI_API ImVec2 GetWindowSize();// get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
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IMGUI_API floatGetWindowWidth();// get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
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IMGUI_API floatGetWindowHeight();// get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
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IMGUI_API ImGuiViewport*GetWindowViewport();// get viewport currently associated to the current window.
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// Window manipulation
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// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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IMGUI_API voidSetNextWindowPos(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.
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IMGUI_API voidSetNextWindowSize(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()
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IMGUI_API voidSetNextWindowSizeConstraints(const ImVec2& size_min,const ImVec2& size_max, ImGuiSizeCallback custom_callback =NULL,void* custom_callback_data =NULL);// set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
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IMGUI_API voidSetNextWindowContentSize(const ImVec2& size);// set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
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IMGUI_API voidSetNextWindowCollapsed(bool collapsed, ImGuiCond cond =0);// set next window collapsed state. call before Begin()
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IMGUI_API voidSetNextWindowFocus();// set next window to be focused / top-most. call before Begin()
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IMGUI_API voidSetNextWindowScroll(const ImVec2& scroll);// set next window scrolling value (use < 0.0f to not affect a given axis).
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IMGUI_API voidSetNextWindowBgAlpha(float alpha);// set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
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IMGUI_API voidSetNextWindowViewport(ImGuiID viewport_id);// set next window viewport
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IMGUI_API voidSetWindowPos(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.
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IMGUI_API voidSetWindowSize(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.
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IMGUI_API voidSetWindowCollapsed(bool collapsed, ImGuiCond cond =0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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IMGUI_API voidSetWindowFocus();// (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
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IMGUI_API voidSetWindowFontScale(float scale);// [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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IMGUI_API voidSetWindowPos(constchar* name,const ImVec2& pos, ImGuiCond cond =0);// set named window position.
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IMGUI_API voidSetWindowSize(constchar* name,const ImVec2& size, ImGuiCond cond =0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API voidSetWindowCollapsed(constchar* name,bool collapsed, ImGuiCond cond =0);// set named window collapsed state
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IMGUI_API voidSetWindowFocus(constchar* name);// set named window to be focused / top-most. use NULL to remove focus.
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// Windows Scrolling
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// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
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// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
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IMGUI_API floatGetScrollX();// get scrolling amount [0 .. GetScrollMaxX()]
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IMGUI_API floatGetScrollY();// get scrolling amount [0 .. GetScrollMaxY()]
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IMGUI_API voidSetScrollX(float scroll_x);// set scrolling amount [0 .. GetScrollMaxX()]
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IMGUI_API voidSetScrollY(float scroll_y);// set scrolling amount [0 .. GetScrollMaxY()]
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IMGUI_API floatGetScrollMaxX();// get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
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IMGUI_API floatGetScrollMaxY();// get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
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IMGUI_API voidSetScrollHereX(float center_x_ratio =0.5f);// adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
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IMGUI_API voidSetScrollHereY(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.
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IMGUI_API voidSetScrollFromPosX(float local_x,float center_x_ratio =0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
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IMGUI_API voidSetScrollFromPosY(float local_y,float center_y_ratio =0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
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// Parameters stacks (shared)
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IMGUI_API voidPushFont(ImFont* font);// use NULL as a shortcut to push default font
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IMGUI_API voidPopFont();
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IMGUI_API voidPushStyleColor(ImGuiCol idx, ImU32 col);// modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API voidPushItemWidth(float item_width);// push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
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IMGUI_API voidPopItemWidth();
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IMGUI_API voidSetNextItemWidth(float item_width);// set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
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IMGUI_API floatCalcItemWidth();// width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
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IMGUI_API voidPushTextWrapPos(float wrap_local_pos_x =0.0f);// push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API voidPopTextWrapPos();
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// Style read access
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// - Use the ShowStyleEditor() function to interactively see/edit the colors.
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IMGUI_API ImFont*GetFont();// get current font
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IMGUI_API floatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
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IMGUI_API ImVec2 GetFontTexUvWhitePixel();// get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
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IMGUI_API ImU32 GetColorU32(ImGuiCol idx,float alpha_mul =1.0f);// retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
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IMGUI_API ImU32 GetColorU32(const ImVec4& col);// retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
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IMGUI_API ImU32 GetColorU32(ImU32 col,float alpha_mul =1.0f);// retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
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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.
479
480
// Layout cursor positioning
481
// - By "cursor" we mean the current output position.
482
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
483
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
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// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
485
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
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// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
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// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
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IMGUI_API ImVec2 GetCursorScreenPos();// cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
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IMGUI_API voidSetCursorScreenPos(const ImVec2& pos);// cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
492
IMGUI_API ImVec2 GetContentRegionAvail();// available space from current position. THIS IS YOUR BEST FRIEND.
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IMGUI_API ImVec2 GetCursorPos();// [window-local] cursor position in window-local coordinates. This is not your best friend.
IMGUI_API ImVec2 GetCursorStartPos();// [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
500
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// Other layout functions
502
IMGUI_API voidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
503
IMGUI_API voidSameLine(float offset_from_start_x=0.0f,float spacing=-1.0f);// call between widgets or groups to layout them horizontally. X position given in window coordinates.
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IMGUI_API voidNewLine();// undo a SameLine() or force a new line when in a horizontal-layout context.
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IMGUI_API voidSpacing();// add vertical spacing.
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IMGUI_API voidDummy(const ImVec2& size);// add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
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IMGUI_API voidIndent(float indent_w =0.0f);// move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
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IMGUI_API voidUnindent(float indent_w =0.0f);// move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
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IMGUI_API voidBeginGroup();// lock horizontal starting position
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IMGUI_API voidEndGroup();// unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
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IMGUI_API voidAlignTextToFramePadding();// 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)
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IMGUI_API floatGetTextLineHeight();// ~ FontSize
513
IMGUI_API floatGetTextLineHeightWithSpacing();// ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
IMGUI_API floatGetFrameHeightWithSpacing();// ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
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517
// ID stack/scopes
518
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
519
// - Those questions are answered and impacted by understanding of the ID stack system:
520
// - "Q: Why is my widget not reacting when I click on it?"
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// - "Q: How can I have widgets with an empty label?"
522
// - "Q: How can I have multiple widgets with the same label?"
523
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
524
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
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// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
526
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
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// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
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IMGUI_API voidPushID(constchar* str_id);// push string into the ID stack (will hash string).
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IMGUI_API voidPushID(constchar* str_id_begin,constchar* str_id_end);// push string into the ID stack (will hash string).
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IMGUI_API voidPushID(constvoid* ptr_id);// push pointer into the ID stack (will hash pointer).
531
IMGUI_API voidPushID(int int_id);// push integer into the ID stack (will hash integer).
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IMGUI_API voidPopID();// pop from the ID stack.
533
IMGUI_API ImGuiID GetID(constchar* str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API voidTextUnformatted(constchar* text,constchar* text_end =NULL);// raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
540
IMGUI_API voidText(constchar* fmt,...)IM_FMTARGS(1);// formatted text
IMGUI_API voidTextWrapped(constchar* fmt,...)IM_FMTARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API boolSmallButton(constchar* label);// button with (FramePadding.y == 0) to easily embed within text
559
IMGUI_API boolInvisibleButton(constchar* str_id,const ImVec2& size, ImGuiButtonFlags flags =0);// flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
560
IMGUI_API boolArrowButton(constchar* str_id, ImGuiDir dir);// square button with an arrow shape
IMGUI_API voidBullet();// draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
568
IMGUI_API boolTextLink(constchar* label);// hyperlink text button, return true when clicked
569
IMGUI_API voidTextLinkOpenURL(constchar* label,constchar* url =NULL);// hyperlink text button, automatically open file/url when clicked
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// Widgets: Images
572
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
573
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
574
// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
580
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API boolCombo(constchar* label,int* current_item,constchar* 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"
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
589
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
590
// 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
591
// - 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.
592
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
593
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
594
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
595
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
596
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
597
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
598
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
599
IMGUI_API boolDragFloat(constchar* label,float* v,float v_speed =1.0f,float v_min =0.0f,float v_max =0.0f,constchar* format ="%.3f", ImGuiSliderFlags flags =0);// If v_min >= v_max we have no bound
IMGUI_API boolDragInt(constchar* label,int* v,float v_speed =1.0f,int v_min =0,int v_max =0,constchar* format ="%d", ImGuiSliderFlags flags =0);// If v_min >= v_max we have no bound
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
614
// - 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.
615
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
616
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
617
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
618
IMGUI_API boolSliderFloat(constchar* label,float* v,float v_min,float v_max,constchar* format ="%.3f", ImGuiSliderFlags flags =0);// adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
652
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
653
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API boolColorButton(constchar* desc_id,const ImVec4& col, ImGuiColorEditFlags flags =0,const ImVec2& size =ImVec2(0,0));// display a color square/button, hover for details, return true when pressed.
659
IMGUI_API voidSetColorEditOptions(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.
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// Widgets: Trees
662
// - 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.
663
IMGUI_API boolTreeNode(constchar* label);
664
IMGUI_API boolTreeNode(constchar* str_id,constchar* fmt,...)IM_FMTARGS(2);// helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API voidTreePush(constchar* str_id);// ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
674
IMGUI_API voidTreePush(constvoid* ptr_id);// "
675
IMGUI_API voidTreePop();// ~ Unindent()+PopID()
676
IMGUI_API floatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
677
IMGUI_API boolCollapsingHeader(constchar* 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().
678
IMGUI_API boolCollapsingHeader(constchar* label,bool* p_visible, ImGuiTreeNodeFlags flags =0);// when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
679
IMGUI_API voidSetNextItemOpen(bool is_open, ImGuiCond cond =0);// set next TreeNode/CollapsingHeader open state.
680
IMGUI_API voidSetNextItemStorageID(ImGuiID storage_id);// set id to use for open/close storage (default to same as item id).
681
682
// Widgets: Selectables
683
// - A selectable highlights when hovered, and can display another color when selected.
684
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
685
IMGUI_API boolSelectable(constchar* 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
686
IMGUI_API boolSelectable(constchar* 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.
687
688
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
689
// - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
690
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
691
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
692
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
693
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
694
// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
IMGUI_API boolIsItemToggledSelection();// Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
699
700
// Widgets: List Boxes
701
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
702
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
703
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
704
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
705
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
706
IMGUI_API boolBeginListBox(constchar* label,const ImVec2& size =ImVec2(0,0));// open a framed scrolling region
707
IMGUI_API voidEndListBox();// only call EndListBox() if BeginListBox() returned true!
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API boolMenuItem(constchar* label,constchar* shortcut,bool* p_selected,bool enabled =true);// return true when activated + toggle (*p_selected) if p_selected != NULL
738
739
// Tooltips
740
// - Tooltips are windows following the mouse. They do not take focus away.
741
// - A tooltip window can contain items of any types.
742
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
743
IMGUI_API boolBeginTooltip();// begin/append a tooltip window.
744
IMGUI_API voidEndTooltip();// only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
745
IMGUI_API voidSetTooltip(constchar* fmt,...)IM_FMTARGS(1);// set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
// Tooltips: helpers for showing a tooltip when hovering an item
749
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
750
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
751
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
752
IMGUI_API boolBeginItemTooltip();// begin/append a tooltip window if preceding item was hovered.
753
IMGUI_API voidSetItemTooltip(constchar* fmt,...)IM_FMTARGS(1);// set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
758
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
759
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
760
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
761
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
762
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
763
// This is sometimes leading to confusing mistakes. May rework this in the future.
764
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
765
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
766
IMGUI_API boolBeginPopup(constchar* str_id, ImGuiWindowFlags flags =0);// return true if the popup is open, and you can start outputting to it.
767
IMGUI_API boolBeginPopupModal(constchar* name,bool* p_open =NULL, ImGuiWindowFlags flags =0);// return true if the modal is open, and you can start outputting to it.
768
IMGUI_API voidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
769
770
// Popups: open/close functions
771
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
772
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
773
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
774
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
775
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
776
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
777
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
778
IMGUI_API voidOpenPopup(constchar* str_id, ImGuiPopupFlags popup_flags =0);// call to mark popup as open (don't call every frame!).
779
IMGUI_API voidOpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags =0);// id overload to facilitate calling from nested stacks
780
IMGUI_API voidOpenPopupOnItemClick(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =1);// helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
781
IMGUI_API voidCloseCurrentPopup();// manually close the popup we have begin-ed into.
782
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// Popups: open+begin combined functions helpers
784
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
785
// - They are convenient to easily create context menus, hence the name.
786
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
787
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
788
IMGUI_API boolBeginPopupContextItem(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =1);// open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
789
IMGUI_API boolBeginPopupContextWindow(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =1);// open+begin popup when clicked on current window.
790
IMGUI_API boolBeginPopupContextVoid(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =1);// open+begin popup when clicked in void (where there are no windows).
791
792
// Popups: query functions
793
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
794
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
795
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
796
IMGUI_API boolIsPopupOpen(constchar* str_id, ImGuiPopupFlags flags =0);// return true if the popup is open.
797
798
// Tables
799
// - Full-featured replacement for old Columns API.
800
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
801
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
802
// The typical call flow is:
803
// - 1. Call BeginTable(), early out if returning false.
804
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
805
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
806
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
807
// - 5. Populate contents:
808
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
809
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
810
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
811
// TableNextColumn() will automatically wrap-around into the next row if needed.
812
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
IMGUI_API voidEndTable();// only call EndTable() if BeginTable() returns true!
821
IMGUI_API voidTableNextRow(ImGuiTableRowFlags row_flags =0,float min_row_height =0.0f);// append into the first cell of a new row.
822
IMGUI_API boolTableNextColumn();// append into the next column (or first column of next row if currently in last column). Return true when column is visible.
823
IMGUI_API boolTableSetColumnIndex(int column_n);// append into the specified column. Return true when column is visible.
824
825
// Tables: Headers & Columns declaration
826
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
827
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
828
// Headers are required to perform: reordering, sorting, and opening the context menu.
829
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
830
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
831
// some advanced use cases (e.g. adding custom widgets in header row).
832
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API voidTableSetupScrollFreeze(int cols,int rows);// lock columns/rows so they stay visible when scrolled.
835
IMGUI_API voidTableHeader(constchar* label);// submit one header cell manually (rarely used)
836
IMGUI_API voidTableHeadersRow();// submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
837
IMGUI_API voidTableAngledHeadersRow();// submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
838
839
// Tables: Sorting & Miscellaneous functions
840
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
841
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
842
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
843
// else you may wastefully sort your data every frame!
844
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
845
IMGUI_API ImGuiTableSortSpecs*TableGetSortSpecs();// get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
846
IMGUI_API intTableGetColumnCount();// return number of columns (value passed to BeginTable)
847
IMGUI_API intTableGetColumnIndex();// return current column index.
848
IMGUI_API intTableGetRowIndex();// return current row index.
849
IMGUI_API constchar*TableGetColumnName(int column_n =-1);// return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
850
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n =-1);// return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
851
IMGUI_API voidTableSetColumnEnabled(int column_n,bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
852
IMGUI_API intTableGetHoveredColumn();// return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
853
IMGUI_API voidTableSetBgColor(ImGuiTableBgTarget target, ImU32 color,int column_n =-1);// change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
854
855
// Legacy Columns API (prefer using Tables!)
856
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_API voidNextColumn();// next column, defaults to current row or next row if the current row is finished
859
IMGUI_API intGetColumnIndex();// get current column index
860
IMGUI_API floatGetColumnWidth(int column_index =-1);// get column width (in pixels). pass -1 to use current column
861
IMGUI_API voidSetColumnWidth(int column_index,float width);// set column width (in pixels). pass -1 to use current column
862
IMGUI_API floatGetColumnOffset(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
863
IMGUI_API voidSetColumnOffset(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
864
IMGUI_API intGetColumnsCount();
865
866
// Tab Bars, Tabs
867
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
868
IMGUI_API boolBeginTabBar(constchar* str_id, ImGuiTabBarFlags flags =0);// create and append into a TabBar
869
IMGUI_API voidEndTabBar();// only call EndTabBar() if BeginTabBar() returns true!
870
IMGUI_API boolBeginTabItem(constchar* label,bool* p_open =NULL, ImGuiTabItemFlags flags =0);// create a Tab. Returns true if the Tab is selected.
871
IMGUI_API voidEndTabItem();// only call EndTabItem() if BeginTabItem() returns true!
872
IMGUI_API boolTabItemButton(constchar* label, ImGuiTabItemFlags flags =0);// create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
873
IMGUI_API voidSetTabItemClosed(constchar* tab_or_docked_window_label);// notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
874
875
// Docking
876
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
877
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
878
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
879
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
880
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
881
// About dockspaces:
882
// - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
883
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
884
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
885
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
886
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
887
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
IMGUI_API voidSetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond =0);// set next window dock id
891
IMGUI_API voidSetNextWindowClass(const ImGuiWindowClass* window_class);// set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
892
IMGUI_API ImGuiID GetWindowDockID();
893
IMGUI_API boolIsWindowDocked();// is current window docked into another window?
894
895
// Logging/Capture
896
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
897
IMGUI_API voidLogToTTY(int auto_open_depth =-1);// start logging to tty (stdout)
898
IMGUI_API voidLogToFile(int auto_open_depth =-1,constchar* filename =NULL);// start logging to file
899
IMGUI_API voidLogToClipboard(int auto_open_depth =-1);// start logging to OS clipboard
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
907
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
908
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
909
// - An item can be both drag source and drop target.
910
IMGUI_API boolBeginDragDropSource(ImGuiDragDropFlags flags =0);// call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
911
IMGUI_API boolSetDragDropPayload(constchar* type,constvoid* data,size_t sz, ImGuiCond cond =0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
912
IMGUI_API voidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
913
IMGUI_API boolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
914
IMGUI_API const ImGuiPayload*AcceptDragDropPayload(constchar* 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.
915
IMGUI_API voidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
916
IMGUI_API const ImGuiPayload*GetDragDropPayload();// peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
917
918
// Disabling [BETA API]
919
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
920
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
921
// - Tooltips windows by exception are opted out of disabling.
922
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
923
IMGUI_API voidBeginDisabled(bool disabled =true);
924
IMGUI_API voidEndDisabled();
925
926
// Clipping
927
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
IMGUI_API voidSetItemDefaultFocus();// make last item the default focused item of of a newly appearing window.
933
IMGUI_API voidSetKeyboardFocusHere(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.
934
935
// Keyboard/Gamepad Navigation
936
IMGUI_API voidSetNavCursorVisible(bool visible);// alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
937
938
// Overlapping mode
939
IMGUI_API voidSetNextItemAllowOverlap();// allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
940
941
// Item/Widgets Utilities and Query Functions
942
// - Most of the functions are referring to the previous Item that has been submitted.
943
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
944
IMGUI_API boolIsItemHovered(ImGuiHoveredFlags flags =0);// is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
945
IMGUI_API boolIsItemActive();// 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)
946
IMGUI_API boolIsItemFocused();// is the last item focused for keyboard/gamepad navigation?
947
IMGUI_API boolIsItemClicked(ImGuiMouseButton mouse_button =0);// is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
948
IMGUI_API boolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
949
IMGUI_API boolIsItemEdited();// did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
950
IMGUI_API boolIsItemActivated();// was the last item just made active (item was previously inactive).
951
IMGUI_API boolIsItemDeactivated();// was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
952
IMGUI_API boolIsItemDeactivatedAfterEdit();// was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
953
IMGUI_API boolIsItemToggledOpen();// was the last item open state toggled? set by TreeNode().
954
IMGUI_API boolIsAnyItemHovered();// is any item hovered?
955
IMGUI_API boolIsAnyItemActive();// is any item active?
956
IMGUI_API boolIsAnyItemFocused();// is any item focused?
957
IMGUI_API ImGuiID GetItemID();// get ID of last item (~~ often same ImGui::GetID(label) beforehand)
958
IMGUI_API ImVec2 GetItemRectMin();// get upper-left bounding rectangle of the last item (screen space)
959
IMGUI_API ImVec2 GetItemRectMax();// get lower-right bounding rectangle of the last item (screen space)
960
IMGUI_API ImVec2 GetItemRectSize();// get size of last item
961
962
// Viewports
963
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
964
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
965
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
966
IMGUI_API ImGuiViewport*GetMainViewport();// return primary/default viewport. This can never be NULL.
967
968
// Background/Foreground Draw Lists
969
IMGUI_API ImDrawList*GetBackgroundDrawList(ImGuiViewport* viewport =NULL);// get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
970
IMGUI_API ImDrawList*GetForegroundDrawList(ImGuiViewport* viewport =NULL);// get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
971
972
// Miscellaneous Utilities
973
IMGUI_API boolIsRectVisible(const ImVec2& size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
974
IMGUI_API boolIsRectVisible(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.
975
IMGUI_API doubleGetTime();// get global imgui time. incremented by io.DeltaTime every frame.
976
IMGUI_API intGetFrameCount();// get global imgui frame count. incremented by 1 every frame.
977
IMGUI_API ImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances.
978
IMGUI_API constchar*GetStyleColorName(ImGuiCol idx);// get a string corresponding to the enum value (for display, saving, etc.).
979
IMGUI_API voidSetStateStorage(ImGuiStorage* storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
993
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
994
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
995
IMGUI_API boolIsKeyDown(ImGuiKey key);// is key being held.
996
IMGUI_API boolIsKeyPressed(ImGuiKey key,bool repeat =true);// was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
997
IMGUI_API boolIsKeyReleased(ImGuiKey key);// was key released (went from Down to !Down)?
998
IMGUI_API boolIsKeyChordPressed(ImGuiKeyChord key_chord);// was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
999
IMGUI_API intGetKeyPressedAmount(ImGuiKey key,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
1000
IMGUI_API constchar*GetKeyName(ImGuiKey key);// [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
1001
IMGUI_API voidSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);// Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1008
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1009
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1010
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1011
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1012
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1013
// This is an important property as it facilitate working with foreign code or larger codebase.
1014
// - To understand the difference:
1015
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1016
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
1017
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
// - One common use case would be to allow your items to disable standard inputs behaviors such
1023
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1024
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1025
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1026
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1027
IMGUI_API voidSetItemKeyOwner(ImGuiKey key);// Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1028
1029
// Inputs Utilities: Mouse
1030
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1031
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1032
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1033
IMGUI_API boolIsMouseDown(ImGuiMouseButton button);// is mouse button held?
1034
IMGUI_API boolIsMouseClicked(ImGuiMouseButton button,bool repeat =false);// did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1035
IMGUI_API boolIsMouseReleased(ImGuiMouseButton button);// did mouse button released? (went from Down to !Down)
1036
IMGUI_API boolIsMouseDoubleClicked(ImGuiMouseButton button);// did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1037
IMGUI_API intGetMouseClickedCount(ImGuiMouseButton button);// return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1038
IMGUI_API boolIsMouseHoveringRect(const ImVec2& r_min,const ImVec2& r_max,bool clip =true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1039
IMGUI_API boolIsMousePosValid(const ImVec2* mouse_pos =NULL);// by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1040
IMGUI_API boolIsAnyMouseDown();// [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1041
IMGUI_API ImVec2 GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1042
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup();// retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1043
IMGUI_API boolIsMouseDragging(ImGuiMouseButton button,float lock_threshold =-1.0f);// is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1044
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button =0,float lock_threshold =-1.0f);// return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API ImGuiMouseCursor GetMouseCursor();// get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1047
IMGUI_API voidSetMouseCursor(ImGuiMouseCursor cursor_type);// set desired mouse cursor shape
1048
IMGUI_API voidSetNextFrameWantCaptureMouse(bool want_capture_mouse);// Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1049
1050
// Clipboard Utilities
1051
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1052
IMGUI_API constchar*GetClipboardText();
1053
IMGUI_API voidSetClipboardText(constchar* text);
1054
1055
// Settings/.Ini Utilities
1056
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1057
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1058
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1059
IMGUI_API voidLoadIniSettingsFromDisk(constchar* ini_filename);// call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1060
IMGUI_API voidLoadIniSettingsFromMemory(constchar* 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.
1061
IMGUI_API voidSaveIniSettingsToDisk(constchar* ini_filename);// this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1062
IMGUI_API constchar*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.
1063
1064
// Debug Utilities
1065
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1066
IMGUI_API voidDebugTextEncoding(constchar* text);
1067
IMGUI_API voidDebugFlashStyleColor(ImGuiCol idx);
1068
IMGUI_API voidDebugStartItemPicker();
1069
IMGUI_API boolDebugCheckVersionAndDataLayout(constchar* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx);// This is called by IMGUI_CHECKVERSION() macro.
1070
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1071
IMGUI_API voidDebugLog(constchar* fmt,...)IM_FMTARGS(1);// Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
// (Optional) Platform/OS interface for multi-viewport support
1085
// Read comments around the ImGuiPlatformIO structure for more details.
1086
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
1087
IMGUI_API voidUpdatePlatformWindows();// call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
1088
IMGUI_API voidRenderPlatformWindowsDefault(void* platform_render_arg =NULL,void* renderer_render_arg =NULL);// call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
1089
IMGUI_API voidDestroyPlatformWindows();// call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
1090
IMGUI_API ImGuiViewport*FindViewportByID(ImGuiID id);// this is a helper for backends.
1091
IMGUI_API ImGuiViewport*FindViewportByPlatformHandle(void* platform_handle);// this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
ImGuiWindowFlags_NoResize =1<<1,// Disable user resizing with the lower-right grip
1106
ImGuiWindowFlags_NoMove =1<<2,// Disable user moving the window
1107
ImGuiWindowFlags_NoScrollbar =1<<3,// Disable scrollbars (window can still scroll with mouse or programmatically)
1108
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.
1109
ImGuiWindowFlags_NoCollapse =1<<5,// Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1110
ImGuiWindowFlags_AlwaysAutoResize =1<<6,// Resize every window to its content every frame
1111
ImGuiWindowFlags_NoBackground =1<<7,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1112
ImGuiWindowFlags_NoSavedSettings =1<<8,// Never load/save settings in .ini file
1113
ImGuiWindowFlags_NoMouseInputs =1<<9,// Disable catching mouse, hovering test with pass through.
1114
ImGuiWindowFlags_MenuBar =1<<10,// Has a menu-bar
1115
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.
1116
ImGuiWindowFlags_NoFocusOnAppearing =1<<12,// Disable taking focus when transitioning from hidden to visible state
1117
ImGuiWindowFlags_NoBringToFrontOnFocus =1<<13,// Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1118
ImGuiWindowFlags_AlwaysVerticalScrollbar=1<<14,// Always show vertical scrollbar (even if ContentSize.y < Size.y)
1119
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1120
ImGuiWindowFlags_NoNavInputs =1<<16,// No keyboard/gamepad navigation within the window
1121
ImGuiWindowFlags_NoNavFocus =1<<17,// No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1122
ImGuiWindowFlags_UnsavedDocument =1<<18,// Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1123
ImGuiWindowFlags_NoDocking =1<<19,// Disable docking of this window
ImGuiWindowFlags_ChildWindow =1<<24,// Don't use! For internal use by BeginChild()
1130
ImGuiWindowFlags_Tooltip =1<<25,// Don't use! For internal use by BeginTooltip()
1131
ImGuiWindowFlags_Popup =1<<26,// Don't use! For internal use by BeginPopup()
1132
ImGuiWindowFlags_Modal =1<<27,// Don't use! For internal use by BeginPopupModal()
1133
ImGuiWindowFlags_ChildMenu =1<<28,// Don't use! For internal use by BeginMenu()
1134
ImGuiWindowFlags_DockNodeHost =1<<29,// Don't use! For internal use by Begin()/NewFrame()
1135
1136
// Obsolete names
1137
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1138
ImGuiWindowFlags_AlwaysUseWindowPadding =1<<30,// Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1139
ImGuiWindowFlags_NavFlattened =1<<31,// Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1140
#endif
1141
};
1142
1143
// Flags for ImGui::BeginChild()
1144
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1145
// About using AutoResizeX/AutoResizeY flags:
1146
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1147
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1148
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1149
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1150
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1151
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1152
enumImGuiChildFlags_
1153
{
1154
ImGuiChildFlags_None =0,
1155
ImGuiChildFlags_Borders =1<<0,// Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1156
ImGuiChildFlags_AlwaysUseWindowPadding =1<<1,// Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1157
ImGuiChildFlags_ResizeX =1<<2,// Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1158
ImGuiChildFlags_ResizeY =1<<3,// Allow resize from bottom border (layout direction). "
ImGuiChildFlags_AlwaysAutoResize =1<<6,// Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1162
ImGuiChildFlags_FrameStyle =1<<7,// Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1163
ImGuiChildFlags_NavFlattened =1<<8,// [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1164
1165
// Obsolete names
1166
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1167
ImGuiChildFlags_Border = ImGuiChildFlags_Borders,// Renamed in 1.91.1 (August 2024) for consistency.
1168
#endif
1169
};
1170
1171
// Flags for ImGui::PushItemFlag()
1172
// (Those are shared by all items)
1173
enumImGuiItemFlags_
1174
{
1175
ImGuiItemFlags_None =0,// (Default)
1176
ImGuiItemFlags_NoTabStop =1<<0,// false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1177
ImGuiItemFlags_NoNav =1<<1,// false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1178
ImGuiItemFlags_NoNavDefaultFocus =1<<2,// false // Disable item being a candidate for default focus (e.g. used by title bar items).
1179
ImGuiItemFlags_ButtonRepeat =1<<3,// false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1180
ImGuiItemFlags_AutoClosePopups =1<<4,// true // MenuItem()/Selectable() automatically close their parent popup window.
1181
ImGuiItemFlags_AllowDuplicateId =1<<5,// false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1182
};
1183
1184
// Flags for ImGui::InputText()
1185
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1186
enumImGuiInputTextFlags_
1187
{
1188
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_CharsUppercase =1<<3,// Turn a..z into A..Z
1194
ImGuiInputTextFlags_CharsNoBlank =1<<4,// Filter out spaces, tabs
1195
1196
// Inputs
1197
ImGuiInputTextFlags_AllowTabInput =1<<5,// Pressing TAB input a '\t' character into the text field
1198
ImGuiInputTextFlags_EnterReturnsTrue =1<<6,// Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1199
ImGuiInputTextFlags_EscapeClearsAll =1<<7,// Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1200
ImGuiInputTextFlags_CtrlEnterForNewLine =1<<8,// In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_AutoSelectAll =1<<12,// Select entire text when first taking mouse focus
1207
ImGuiInputTextFlags_ParseEmptyRefVal =1<<13,// InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1208
ImGuiInputTextFlags_DisplayEmptyRefVal =1<<14,// InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1209
ImGuiInputTextFlags_NoHorizontalScroll =1<<15,// Disable following the cursor horizontally
1210
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().
1211
1212
// Callback features
1213
ImGuiInputTextFlags_CallbackCompletion =1<<17,// Callback on pressing TAB (for completion handling)
1214
ImGuiInputTextFlags_CallbackHistory =1<<18,// Callback on pressing Up/Down arrows (for history handling)
1215
ImGuiInputTextFlags_CallbackAlways =1<<19,// Callback on each iteration. User code may query cursor position, modify text buffer.
1216
ImGuiInputTextFlags_CallbackCharFilter =1<<20,// Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1217
ImGuiInputTextFlags_CallbackResize =1<<21,// Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1218
ImGuiInputTextFlags_CallbackEdit =1<<22,// Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1219
1220
// Obsolete names
1221
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1222
};
1223
1224
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1225
enumImGuiTreeNodeFlags_
1226
{
1227
ImGuiTreeNodeFlags_None =0,
1228
ImGuiTreeNodeFlags_Selected =1<<0,// Draw as selected
1229
ImGuiTreeNodeFlags_Framed =1<<1,// Draw frame with background (e.g. for CollapsingHeader)
1230
ImGuiTreeNodeFlags_AllowOverlap =1<<2,// Hit testing to allow subsequent widgets to overlap this one
1231
ImGuiTreeNodeFlags_NoTreePushOnOpen =1<<3,// Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1232
ImGuiTreeNodeFlags_NoAutoOpenOnLog =1<<4,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1233
ImGuiTreeNodeFlags_DefaultOpen =1<<5,// Default node to be open
1234
ImGuiTreeNodeFlags_OpenOnDoubleClick =1<<6,// Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1235
ImGuiTreeNodeFlags_OpenOnArrow =1<<7,// Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1236
ImGuiTreeNodeFlags_Leaf =1<<8,// No collapsing, no arrow (use as a convenience for leaf nodes).
1237
ImGuiTreeNodeFlags_Bullet =1<<9,// Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1238
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() before the node.
1239
ImGuiTreeNodeFlags_SpanAvailWidth =1<<11,// Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1240
ImGuiTreeNodeFlags_SpanFullWidth =1<<12,// Extend hit box to the left-most and right-most edges (cover the indent area).
1241
ImGuiTreeNodeFlags_SpanTextWidth =1<<13,// Narrow hit box + narrow hovering highlight, will only cover the label text.
1242
ImGuiTreeNodeFlags_SpanAllColumns =1<<14,// Frame will span all columns of its container table (text will still fit in current column)
1243
ImGuiTreeNodeFlags_NavLeftJumpsBackHere =1<<15,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1244
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap,// Renamed in 1.89.7
1249
#endif
1250
};
1251
1252
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1253
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1254
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1255
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1256
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1257
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1258
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1259
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1260
enumImGuiPopupFlags_
1261
{
1262
ImGuiPopupFlags_None =0,
1263
ImGuiPopupFlags_MouseButtonLeft =0,// For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1264
ImGuiPopupFlags_MouseButtonRight =1,// For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1265
ImGuiPopupFlags_MouseButtonMiddle =2,// For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1266
ImGuiPopupFlags_MouseButtonMask_ =0x1F,
1267
ImGuiPopupFlags_MouseButtonDefault_ =1,
1268
ImGuiPopupFlags_NoReopen =1<<5,// For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1269
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1270
ImGuiPopupFlags_NoOpenOverExistingPopup =1<<7,// For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1271
ImGuiPopupFlags_NoOpenOverItems =1<<8,// For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1272
ImGuiPopupFlags_AnyPopupId =1<<10,// For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1273
ImGuiPopupFlags_AnyPopupLevel =1<<11,// For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiSelectableFlags_NoAutoClosePopups =1<<0,// Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1282
ImGuiSelectableFlags_SpanAllColumns =1<<1,// Frame will span all columns of its container table (text will still fit in current column)
1283
ImGuiSelectableFlags_AllowDoubleClick =1<<2,// Generate press events on double clicks too
1284
ImGuiSelectableFlags_Disabled =1<<3,// Cannot be selected, display grayed out text
1285
ImGuiSelectableFlags_AllowOverlap =1<<4,// (WIP) Hit testing to allow subsequent widgets to overlap this one
1286
ImGuiSelectableFlags_Highlight =1<<5,// Make the item be displayed as if it is hovered
1287
1288
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1289
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups,// Renamed in 1.91.0
1290
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap,// Renamed in 1.89.7
1291
#endif
1292
};
1293
1294
// Flags for ImGui::BeginCombo()
1295
enumImGuiComboFlags_
1296
{
1297
ImGuiComboFlags_None =0,
1298
ImGuiComboFlags_PopupAlignLeft =1<<0,// Align the popup toward the left by default
1299
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()
1300
ImGuiComboFlags_HeightRegular =1<<2,// Max ~8 items visible (default)
1301
ImGuiComboFlags_HeightLarge =1<<3,// Max ~20 items visible
1302
ImGuiComboFlags_HeightLargest =1<<4,// As many fitting items as possible
1303
ImGuiComboFlags_NoArrowButton =1<<5,// Display on the preview box without the square arrow button
1304
ImGuiComboFlags_NoPreview =1<<6,// Display only a square arrow button
1305
ImGuiComboFlags_WidthFitPreview =1<<7,// Width dynamically calculated from preview contents
ImGuiTabBarFlags_Reorderable =1<<0,// Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1314
ImGuiTabBarFlags_AutoSelectNewTabs =1<<1,// Automatically select new tabs when they appear
1315
ImGuiTabBarFlags_TabListPopupButton =1<<2,// Disable buttons to open the tab list popup
1316
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton =1<<3,// Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1317
ImGuiTabBarFlags_NoTabListScrollingButtons =1<<4,// Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1318
ImGuiTabBarFlags_NoTooltip =1<<5,// Disable tooltips when hovering a tab
1319
ImGuiTabBarFlags_DrawSelectedOverline =1<<6,// Draw selected overline markers over selected tab
1320
ImGuiTabBarFlags_FittingPolicyResizeDown =1<<7,// Resize tabs when they don't fit
1321
ImGuiTabBarFlags_FittingPolicyScroll =1<<8,// Add scroll buttons when tabs don't fit
ImGuiTabItemFlags_UnsavedDocument =1<<0,// Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1331
ImGuiTabItemFlags_SetSelected =1<<1,// Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1332
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton =1<<2,// Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1333
ImGuiTabItemFlags_NoPushId =1<<3,// Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1334
ImGuiTabItemFlags_NoTooltip =1<<4,// Disable tooltip for the given tab
1335
ImGuiTabItemFlags_NoReorder =1<<5,// Disable reordering this tab or having another tab cross over this tab
1336
ImGuiTabItemFlags_Leading =1<<6,// Enforce the tab position to the left of the tab bar (after the tab list popup button)
1337
ImGuiTabItemFlags_Trailing =1<<7,// Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1338
ImGuiTabItemFlags_NoAssumedClosure =1<<8,// Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1339
};
1340
1341
// Flags for ImGui::IsWindowFocused()
1342
enumImGuiFocusedFlags_
1343
{
1344
ImGuiFocusedFlags_None =0,
1345
ImGuiFocusedFlags_ChildWindows =1<<0,// Return true if any children of the window is focused
1346
ImGuiFocusedFlags_RootWindow =1<<1,// Test from root window (top most parent of the current hierarchy)
1347
ImGuiFocusedFlags_AnyWindow =1<<2,// Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1348
ImGuiFocusedFlags_NoPopupHierarchy =1<<3,// Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1349
ImGuiFocusedFlags_DockHierarchy =1<<4,// Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1354
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1355
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1356
enumImGuiHoveredFlags_
1357
{
1358
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.
1359
ImGuiHoveredFlags_ChildWindows =1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
1360
ImGuiHoveredFlags_RootWindow =1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1361
ImGuiHoveredFlags_AnyWindow =1<<2,// IsWindowHovered() only: Return true if any window is hovered
1362
ImGuiHoveredFlags_NoPopupHierarchy =1<<3,// IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1363
ImGuiHoveredFlags_DockHierarchy =1<<4,// IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1364
ImGuiHoveredFlags_AllowWhenBlockedByPopup =1<<5,// Return true even if a popup window is normally blocking access to this item/window
1365
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1366
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem =1<<7,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1367
ImGuiHoveredFlags_AllowWhenOverlappedByItem =1<<8,// IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1368
ImGuiHoveredFlags_AllowWhenOverlappedByWindow =1<<9,// IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1369
ImGuiHoveredFlags_AllowWhenDisabled =1<<10,// IsItemHovered() only: Return true even if the item is disabled
1370
ImGuiHoveredFlags_NoNavOverride =1<<11,// IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
// - typically used in IsItemHovered() + SetTooltip() sequence.
1377
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1378
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1379
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1380
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1381
ImGuiHoveredFlags_ForTooltip =1<<12,// Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1382
1383
// (Advanced) Mouse Hovering delays.
1384
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1385
// - use those if you need specific overrides.
1386
ImGuiHoveredFlags_Stationary =1<<13,// Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1387
ImGuiHoveredFlags_DelayNone =1<<14,// IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1388
ImGuiHoveredFlags_DelayShort =1<<15,// IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1389
ImGuiHoveredFlags_DelayNormal =1<<16,// IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1390
ImGuiHoveredFlags_NoSharedDelay =1<<17,// IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1391
};
1392
1393
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1394
// (Some flags can be applied to individual nodes directly)
1395
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1396
enumImGuiDockNodeFlags_
1397
{
1398
ImGuiDockNodeFlags_None =0,
1399
ImGuiDockNodeFlags_KeepAliveOnly =1<<0,// // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1400
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1401
ImGuiDockNodeFlags_NoDockingOverCentralNode =1<<2,// // Disable docking over the Central Node, which will be always kept empty.
1402
ImGuiDockNodeFlags_PassthruCentralNode =1<<3,// // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
1403
ImGuiDockNodeFlags_NoDockingSplit =1<<4,// // Disable other windows/nodes from splitting this node.
1404
ImGuiDockNodeFlags_NoResize =1<<5,// Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1405
ImGuiDockNodeFlags_AutoHideTabBar =1<<6,// // Tab bar will automatically hide when there is a single window in the dock node.
1406
ImGuiDockNodeFlags_NoUndocking =1<<7,// // Disable undocking this node.
1407
1408
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1409
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit,// Renamed in 1.90
1410
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode,// Renamed in 1.90
1411
#endif
1412
};
1413
1414
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1415
enumImGuiDragDropFlags_
1416
{
1417
ImGuiDragDropFlags_None =0,
1418
// BeginDragDropSource() flags
1419
ImGuiDragDropFlags_SourceNoPreviewTooltip =1<<0,// Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1420
ImGuiDragDropFlags_SourceNoDisableHover =1<<1,// By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1421
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.
1422
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.
1423
ImGuiDragDropFlags_SourceExtern =1<<4,// External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1424
ImGuiDragDropFlags_PayloadAutoExpire =1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1425
ImGuiDragDropFlags_PayloadNoCrossContext =1<<6,// Hint to specify that the payload may not be copied outside current dear imgui context.
1426
ImGuiDragDropFlags_PayloadNoCrossProcess =1<<7,// Hint to specify that the payload may not be copied outside current process.
1427
// AcceptDragDropPayload() flags
1428
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.
1429
ImGuiDragDropFlags_AcceptNoDrawDefaultRect =1<<11,// Do not draw the default highlight rectangle when hovering over target.
1430
ImGuiDragDropFlags_AcceptNoPreviewTooltip =1<<12,// Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1431
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect,// For peeking ahead and inspecting the payload before delivery.
1432
1433
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1434
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire,// Renamed in 1.90.9
1435
#endif
1436
};
1437
1438
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1439
#defineIMGUI_PAYLOAD_TYPE_COLOR_3F"_COL3F"// float[3]: Standard type for colors, without alpha. User code may use this type.
1440
#defineIMGUI_PAYLOAD_TYPE_COLOR_4F"_COL4F"// float[4]: Standard type for colors. User code may use this type.
1441
1442
// A primary data type
1443
enumImGuiDataType_
1444
{
1445
ImGuiDataType_S8,// signed char / char (with sensible compilers)
1446
ImGuiDataType_U8,// unsigned char
1447
ImGuiDataType_S16,// short
1448
ImGuiDataType_U16,// unsigned short
1449
ImGuiDataType_S32,// int
1450
ImGuiDataType_U32,// unsigned int
1451
ImGuiDataType_S64,// long long / __int64
1452
ImGuiDataType_U64,// unsigned long long / unsigned __int64
1453
ImGuiDataType_Float,// float
1454
ImGuiDataType_Double,// double
1455
ImGuiDataType_Bool,// bool (provided for user convenience, not supported by scalar widgets)
1456
ImGuiDataType_COUNT
1457
};
1458
1459
// A cardinal direction
1460
enumImGuiDir : int
1461
{
1462
ImGuiDir_None =-1,
1463
ImGuiDir_Left =0,
1464
ImGuiDir_Right =1,
1465
ImGuiDir_Up =2,
1466
ImGuiDir_Down =3,
1467
ImGuiDir_COUNT
1468
};
1469
1470
// A sorting direction
1471
enumImGuiSortDirection : ImU8
1472
{
1473
ImGuiSortDirection_None =0,
1474
ImGuiSortDirection_Ascending =1,// Ascending = 0->9, A->Z etc.
1475
ImGuiSortDirection_Descending =2// Descending = 9->0, Z->A etc.
1476
};
1477
1478
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1479
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1480
// Support for legacy keys was completely removed in 1.91.5.
1481
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1482
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1483
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1484
enumImGuiKey : int
1485
{
1486
// Keyboard
1487
ImGuiKey_None =0,
1488
ImGuiKey_NamedKey_BEGIN =512,// First valid key value (other than 0)
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1605
#endif
1606
};
1607
1608
// Flags for Shortcut(), SetNextItemShortcut(),
1609
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1610
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1611
enumImGuiInputFlags_
1612
{
1613
ImGuiInputFlags_None =0,
1614
ImGuiInputFlags_Repeat =1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1615
1616
// Flags for Shortcut(), SetNextItemShortcut()
1617
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1618
// - Default policy is RouteFocused. Can select only 1 policy among all available.
1619
ImGuiInputFlags_RouteActive =1<<10,// Route to active item only.
1620
ImGuiInputFlags_RouteFocused =1<<11,// Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1621
ImGuiInputFlags_RouteGlobal =1<<12,// Global route (unless a focused window or active item registered the route).
1622
ImGuiInputFlags_RouteAlways =1<<13,// Do not register route, poll keys directly.
1623
// - Routing options
1624
ImGuiInputFlags_RouteOverFocused =1<<14,// Option: global route: higher priority than focused route (unless active item in focused route).
1625
ImGuiInputFlags_RouteOverActive =1<<15,// Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1626
ImGuiInputFlags_RouteUnlessBgFocused =1<<16,// Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1627
ImGuiInputFlags_RouteFromRootWindow =1<<17,// Option: route evaluated from the point of view of root window rather than current window.
1628
1629
// Flags for SetNextItemShortcut()
1630
ImGuiInputFlags_Tooltip =1<<18,// Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1631
};
1632
1633
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1634
enumImGuiConfigFlags_
1635
{
1636
ImGuiConfigFlags_None =0,
1637
ImGuiConfigFlags_NavEnableKeyboard =1<<0,// Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1638
ImGuiConfigFlags_NavEnableGamepad =1<<1,// Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1639
ImGuiConfigFlags_NoMouse =1<<4,// Instruct dear imgui to disable mouse inputs and interactions.
1640
ImGuiConfigFlags_NoMouseCursorChange =1<<5,// Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1641
ImGuiConfigFlags_NoKeyboard =1<<6,// Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
1648
ImGuiConfigFlags_ViewportsEnable =1<<10,// Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1649
ImGuiConfigFlags_DpiEnableScaleViewports=1<<14,// [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
1650
ImGuiConfigFlags_DpiEnableScaleFonts =1<<15,// [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
1651
1652
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1653
ImGuiConfigFlags_IsSRGB =1<<20,// Application is SRGB-aware.
1654
ImGuiConfigFlags_IsTouchScreen =1<<21,// Application is using a touch screen instead of a mouse.
1655
1656
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1657
ImGuiConfigFlags_NavEnableSetMousePos =1<<2,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1658
ImGuiConfigFlags_NavNoCaptureKeyboard =1<<3,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1659
#endif
1660
};
1661
1662
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1663
enumImGuiBackendFlags_
1664
{
1665
ImGuiBackendFlags_None =0,
1666
ImGuiBackendFlags_HasGamepad =1<<0,// Backend Platform supports gamepad and currently has one connected.
1667
ImGuiBackendFlags_HasMouseCursors =1<<1,// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1668
ImGuiBackendFlags_HasSetMousePos =1<<2,// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1669
ImGuiBackendFlags_RendererHasVtxOffset =1<<3,// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
ImGuiBackendFlags_HasMouseHoveredViewport=1<<11,// Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiCol_DragDropTarget,// Rectangle highlighting a drop target
1734
ImGuiCol_NavCursor,// Color of keyboard/gamepad navigation cursor/rectangle, when visible
1735
ImGuiCol_NavWindowingHighlight,// Highlight window when using CTRL+TAB
1736
ImGuiCol_NavWindowingDimBg,// Darken/colorize entire screen behind the CTRL+TAB window list, when active
1737
ImGuiCol_ModalWindowDimBg,// Darken/colorize entire screen behind a modal window, when one is active
1738
ImGuiCol_COUNT,
1739
1740
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1741
ImGuiCol_TabActive = ImGuiCol_TabSelected,// [renamed in 1.90.9]
1742
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,// [renamed in 1.90.9]
1743
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,// [renamed in 1.90.9]
1744
ImGuiCol_NavHighlight = ImGuiCol_NavCursor,// [renamed in 1.91.4]
1745
#endif
1746
};
1747
1748
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1749
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1750
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1751
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1752
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1753
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1754
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1755
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1756
enumImGuiStyleVar_
1757
{
1758
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiColorEditFlags_NoAlpha =1<<1,// // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1812
ImGuiColorEditFlags_NoPicker =1<<2,// // ColorEdit: disable picker when clicking on color square.
1813
ImGuiColorEditFlags_NoOptions =1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1814
ImGuiColorEditFlags_NoSmallPreview =1<<4,// // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1815
ImGuiColorEditFlags_NoInputs =1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1816
ImGuiColorEditFlags_NoTooltip =1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1817
ImGuiColorEditFlags_NoLabel =1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1818
ImGuiColorEditFlags_NoSidePreview =1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1819
ImGuiColorEditFlags_NoDragDrop =1<<9,// // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1820
ImGuiColorEditFlags_NoBorder =1<<10,// // ColorButton: disable border (which is enforced by default)
1821
1822
// User Options (right-click on widget to change some of them).
1823
ImGuiColorEditFlags_AlphaBar =1<<16,// // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1824
ImGuiColorEditFlags_AlphaPreview =1<<17,// // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR =1<<19,// // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1827
ImGuiColorEditFlags_DisplayRGB =1<<20,// [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_Float =1<<24,// [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1832
ImGuiColorEditFlags_PickerHueBar =1<<25,// [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1833
ImGuiColorEditFlags_PickerHueWheel =1<<26,// [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1834
ImGuiColorEditFlags_InputRGB =1<<27,// [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1835
ImGuiColorEditFlags_InputHSV =1<<28,// [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1836
1837
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1838
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1852
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1853
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1854
enumImGuiSliderFlags_
1855
{
1856
ImGuiSliderFlags_None =0,
1857
ImGuiSliderFlags_Logarithmic =1<<5,// Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1858
ImGuiSliderFlags_NoRoundToFormat =1<<6,// Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1859
ImGuiSliderFlags_NoInput =1<<7,// Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1860
ImGuiSliderFlags_WrapAround =1<<8,// Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1861
ImGuiSliderFlags_ClampOnInput =1<<9,// Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1862
ImGuiSliderFlags_ClampZeroRange =1<<10,// Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
ImGuiSliderFlags_InvalidMask_ =0x7000000F,// [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1865
};
1866
1867
// Identify a mouse button.
1868
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1869
enumImGuiMouseButton_
1870
{
1871
ImGuiMouseButton_Left =0,
1872
ImGuiMouseButton_Right =1,
1873
ImGuiMouseButton_Middle =2,
1874
ImGuiMouseButton_COUNT =5
1875
};
1876
1877
// Enumeration for GetMouseCursor()
1878
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1879
enumImGuiMouseCursor_
1880
{
1881
ImGuiMouseCursor_None =-1,
1882
ImGuiMouseCursor_Arrow =0,
1883
ImGuiMouseCursor_TextInput,// When hovering over InputText, etc.
1884
ImGuiMouseCursor_ResizeAll,// (Unused by Dear ImGui functions)
1885
ImGuiMouseCursor_ResizeNS,// When hovering over a horizontal border
1886
ImGuiMouseCursor_ResizeEW,// When hovering over a vertical border or a column
1887
ImGuiMouseCursor_ResizeNESW,// When hovering over the bottom-left corner of a window
1888
ImGuiMouseCursor_ResizeNWSE,// When hovering over the bottom-right corner of a window
1889
ImGuiMouseCursor_Hand,// (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1890
ImGuiMouseCursor_NotAllowed,// When hovering something with disallowed interaction. Usually a crossed circle.
1891
ImGuiMouseCursor_COUNT
1892
};
1893
1894
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1895
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1896
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1897
// You can submit a change of pointer type using io.AddMouseSourceEvent().
1898
enumImGuiMouseSource : int
1899
{
1900
ImGuiMouseSource_Mouse =0,// Input is coming from an actual mouse.
1901
ImGuiMouseSource_TouchScreen,// Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1902
ImGuiMouseSource_Pen,// Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1903
ImGuiMouseSource_COUNT
1904
};
1905
1906
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1907
// Represent a condition.
1908
// 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.
1909
enumImGuiCond_
1910
{
1911
ImGuiCond_None =0,// No condition (always set the variable), same as _Always
1912
ImGuiCond_Always =1<<0,// No condition (always set the variable), same as _None
1913
ImGuiCond_Once =1<<1,// Set the variable once per runtime session (only the first call will succeed)
1914
ImGuiCond_FirstUseEver =1<<2,// Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1915
ImGuiCond_Appearing =1<<3,// Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1940
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1941
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1942
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1943
// - Read on documentation at the top of imgui_tables.cpp for details.
ImGuiTableFlags_Reorderable =1<<1,// Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1950
ImGuiTableFlags_Hideable =1<<2,// Enable hiding/disabling columns in context menu.
1951
ImGuiTableFlags_Sortable =1<<3,// Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1952
ImGuiTableFlags_NoSavedSettings =1<<4,// Disable persisting columns order, width and sort settings in the .ini file.
1953
ImGuiTableFlags_ContextMenuInBody =1<<5,// Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1954
// Decorations
1955
ImGuiTableFlags_RowBg =1<<6,// Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1956
ImGuiTableFlags_BordersInnerH =1<<7,// Draw horizontal borders between rows.
1957
ImGuiTableFlags_BordersOuterH =1<<8,// Draw horizontal borders at the top and bottom.
1958
ImGuiTableFlags_BordersInnerV =1<<9,// Draw vertical borders between columns.
1959
ImGuiTableFlags_BordersOuterV =1<<10,// Draw vertical borders on the left and right sides.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,// Draw all borders.
1965
ImGuiTableFlags_NoBordersInBody =1<<11,// [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1966
ImGuiTableFlags_NoBordersInBodyUntilResize =1<<12,// [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1967
// Sizing Policy (read above for defaults)
1968
ImGuiTableFlags_SizingFixedFit =1<<13,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1969
ImGuiTableFlags_SizingFixedSame =2<<13,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1970
ImGuiTableFlags_SizingStretchProp =3<<13,// Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1971
ImGuiTableFlags_SizingStretchSame =4<<13,// Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1972
// Sizing Extra Options
1973
ImGuiTableFlags_NoHostExtendX =1<<16,// Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1974
ImGuiTableFlags_NoHostExtendY =1<<17,// Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1975
ImGuiTableFlags_NoKeepColumnsVisible =1<<18,// Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1976
ImGuiTableFlags_PreciseWidths =1<<19,// Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1977
// Clipping
1978
ImGuiTableFlags_NoClip =1<<20,// Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1979
// Padding
1980
ImGuiTableFlags_PadOuterX =1<<21,// Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1981
ImGuiTableFlags_NoPadOuterX =1<<22,// Default if BordersOuterV is off. Disable outermost padding.
1982
ImGuiTableFlags_NoPadInnerX =1<<23,// Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1983
// Scrolling
1984
ImGuiTableFlags_ScrollX =1<<24,// Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1985
ImGuiTableFlags_ScrollY =1<<25,// Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1986
// Sorting
1987
ImGuiTableFlags_SortMulti =1<<26,// Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1988
ImGuiTableFlags_SortTristate =1<<27,// Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1989
// Miscellaneous
1990
ImGuiTableFlags_HighlightHoveredColumn =1<<28,// Highlight column headers when hovered (may evolve into a fuller highlight)
ImGuiTableColumnFlags_Disabled =1<<0,// Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2002
ImGuiTableColumnFlags_DefaultHide =1<<1,// Default as a hidden/disabled column.
2003
ImGuiTableColumnFlags_DefaultSort =1<<2,// Default as a sorting column.
2004
ImGuiTableColumnFlags_WidthStretch =1<<3,// Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2005
ImGuiTableColumnFlags_WidthFixed =1<<4,// Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoReorder =1<<6,// Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2008
ImGuiTableColumnFlags_NoHide =1<<7,// Disable ability to hide/disable this column.
2009
ImGuiTableColumnFlags_NoClip =1<<8,// Disable clipping for this column (all NoClip columns will render in a same draw command).
2010
ImGuiTableColumnFlags_NoSort =1<<9,// Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2011
ImGuiTableColumnFlags_NoSortAscending =1<<10,// Disable ability to sort in the ascending direction.
2012
ImGuiTableColumnFlags_NoSortDescending =1<<11,// Disable ability to sort in the descending direction.
2013
ImGuiTableColumnFlags_NoHeaderLabel =1<<12,// TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2014
ImGuiTableColumnFlags_NoHeaderWidth =1<<13,// Disable header text width contribution to automatic column width.
2015
ImGuiTableColumnFlags_PreferSortAscending =1<<14,// Make the initial sort direction Ascending when first sorting on this column (default).
2016
ImGuiTableColumnFlags_PreferSortDescending =1<<15,// Make the initial sort direction Descending when first sorting on this column.
2017
ImGuiTableColumnFlags_IndentEnable =1<<16,// Use current Indent value when entering cell (default for column 0).
2018
ImGuiTableColumnFlags_IndentDisable =1<<17,// Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2019
ImGuiTableColumnFlags_AngledHeader =1<<18,// TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2020
2021
// Output status flags, read-only via TableGetColumnFlags()
2022
ImGuiTableColumnFlags_IsEnabled =1<<24,// Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2023
ImGuiTableColumnFlags_IsVisible =1<<25,// Status: is visible == is enabled AND not clipped by scrolling.
2024
ImGuiTableColumnFlags_IsSorted =1<<26,// Status: is currently part of the sort specs
2025
ImGuiTableColumnFlags_IsHovered =1<<27,// Status: is hovered by mouse
ImGuiTableColumnFlags_NoDirectResize_ =1<<30,// [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2032
};
2033
2034
// Flags for ImGui::TableNextRow()
2035
enumImGuiTableRowFlags_
2036
{
2037
ImGuiTableRowFlags_None =0,
2038
ImGuiTableRowFlags_Headers =1<<0,// Identify header row (set default background color + width of its contents accounted differently for auto column width)
2039
};
2040
2041
// Enum for ImGui::TableSetBgColor()
2042
// Background colors are rendering in 3 layers:
2043
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2044
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2045
// - Layer 2: draw with CellBg color if set.
2046
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
2047
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2048
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2049
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2050
enumImGuiTableBgTarget_
2051
{
2052
ImGuiTableBgTarget_None =0,
2053
ImGuiTableBgTarget_RowBg0 =1,// Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2054
ImGuiTableBgTarget_RowBg1 =2,// Set row background color 1 (generally used for selection marking)
2055
ImGuiTableBgTarget_CellBg =3,// Set cell background color (top-most color)
2056
};
2057
2058
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2059
// Obtained by calling TableGetSortSpecs().
2060
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2061
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2062
structImGuiTableSortSpecs
2063
{
2064
const ImGuiTableColumnSortSpecs* Specs;// Pointer to sort spec array.
2065
int SpecsCount;// Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2066
bool SpecsDirty;// Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
// Sorting specification for one column of a table (sizeof == 12 bytes)
2072
structImGuiTableColumnSortSpecs
2073
{
2074
ImGuiID ColumnUserID;// User id of the column (if specified by a TableSetupColumn() call)
2075
ImS16 ColumnIndex;// Index of the column
2076
ImS16 SortOrder;// Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2077
ImGuiSortDirection SortDirection;// ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2099
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2116
// - We use std-like naming convention here, which is a little unusual for this codebase.
2117
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
2118
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2119
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
inlinevoidreserve_discard(int new_capacity){if(new_capacity <= Capacity)return;if(Data)IM_FREE(Data); Data =(T*)IM_ALLOC((size_t)new_capacity *sizeof(T)); Capacity = new_capacity;}
2169
2170
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline T*erase(const T* it){IM_ASSERT(it >= Data && it < Data +Size);constptrdiff_t off = it - Data;memmove(Data + off, Data + off +1,((size_t)Size-(size_t)off -1)*sizeof(T));Size--;return Data + off;}
2175
inline T*erase(const T* it,const T* it_last){IM_ASSERT(it >= Data && it < Data +Size&& it_last >= it && it_last <= Data +Size);constptrdiff_t count = it_last - it;constptrdiff_t off = it - Data;memmove(Data + off, Data + off + count,((size_t)Size-(size_t)off -(size_t)count)*sizeof(T));Size-=(int)count;return Data + off;}
2176
inline T*erase_unsorted(const T* it){IM_ASSERT(it >= Data && it < Data +Size);constptrdiff_t off = it - Data;if(it < Data +Size-1)memcpy(Data + off, Data +Size-1,sizeof(T));Size--;return Data + off;}
2177
inline T*insert(const T* it,const T& v){IM_ASSERT(it >= Data && it <= Data +Size);constptrdiff_t off = it - Data;if(Size== Capacity)reserve(_grow_capacity(Size+1));if(off <(int)Size)memmove(Data + off +1, Data + off,((size_t)Size-(size_t)off)*sizeof(T));memcpy(&Data[off],&v,sizeof(v));Size++;return Data + off;}
2178
inlineboolcontains(const T& v)const{const T* data = Data;const T* data_end = Data +Size;while(data < data_end)if(*data++== v)returntrue;returnfalse;}
2179
inline T*find(const T& v){ T* data = Data;const T* data_end = Data +Size;while(data < data_end)if(*data == v)break;else++data;return data;}
2180
inlineconst T*find(const T& v)const{const T* data = Data;const T* data_end = Data +Size;while(data < data_end)if(*data == v)break;else++data;return data;}
2181
inlineintfind_index(const T& v)const{const T* data_end = Data +Size;const T* it =find(v);if(it == data_end)return-1;constptrdiff_t off = it - Data;return(int)off;}
2182
inlineboolfind_erase(const T& v){const T* it =find(v);if(it < Data +Size){erase(it);returntrue;}returnfalse;}
2183
inlineboolfind_erase_unsorted(const T& v){const T* it =find(v);if(it < Data +Size){erase_unsorted(it);returntrue;}returnfalse;}
2184
inlineintindex_from_ptr(const T* it)const{IM_ASSERT(it >= Data && it < Data +Size);constptrdiff_t off = it - Data;return(int)off;}
float Alpha;// Global alpha applies to everything in Dear ImGui.
2199
float DisabledAlpha;// Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2200
ImVec2 WindowPadding;// Padding within a window.
2201
float WindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2202
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).
2203
ImVec2 WindowMinSize;// Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2204
ImVec2 WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2205
ImGuiDir WindowMenuButtonPosition;// Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2206
float ChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2207
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).
2208
float PopupRounding;// Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2209
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).
2210
ImVec2 FramePadding;// Padding within a framed rectangle (used by most widgets).
2211
float FrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2212
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).
2213
ImVec2 ItemSpacing;// Horizontal and vertical spacing between widgets/lines.
2214
ImVec2 ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2215
ImVec2 CellPadding;// Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2216
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!
2217
float IndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2218
float ColumnsMinSpacing;// Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2219
float ScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar.
2220
float ScrollbarRounding;// Radius of grab corners for scrollbar.
2221
float GrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
2222
float GrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2223
float LogSliderDeadzone;// The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2224
float TabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2225
float TabBorderSize;// Thickness of border around tabs.
2226
float TabMinWidthForCloseButton;// Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
2227
float TabBarBorderSize;// Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2228
float TabBarOverlineSize;// Thickness of tab-bar overline, which highlights the selected tab-bar.
2229
float TableAngledHeadersAngle;// Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2230
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2231
ImGuiDir ColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2232
ImVec2 ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2233
ImVec2 SelectableTextAlign;// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2234
float SeparatorTextBorderSize;// Thickness of border in SeparatorText()
2235
ImVec2 SeparatorTextAlign;// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2236
ImVec2 SeparatorTextPadding;// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2237
ImVec2 DisplayWindowPadding;// Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2238
ImVec2 DisplaySafeAreaPadding;// Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2239
float DockingSeparatorSize;// Thickness of resizing border between docked windows
2240
float MouseCursorScale;// Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2241
bool AntiAliasedLines;// Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2242
bool AntiAliasedLinesUseTex;// Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2243
bool AntiAliasedFill;// Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2244
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.
2245
float CircleTessellationMaxError;// Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2246
ImVec4 Colors[ImGuiCol_COUNT];
2247
2248
// Behaviors
2249
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2250
float HoverStationaryDelay;// Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2251
float HoverDelayShort;// Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2252
float HoverDelayNormal;// Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2253
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2254
ImGuiHoveredFlags HoverFlagsForTooltipNav;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2273
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2274
structImGuiKeyData
2275
{
2276
bool Down;// True for if key is down
2277
float DownDuration;// Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2278
float DownDurationPrev;// Last frame duration the key has been down
2279
float AnalogValue;// 0.0f..1.0f for gamepad values
ImGuiConfigFlags ConfigFlags;// = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2289
ImGuiBackendFlags BackendFlags;// = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2290
ImVec2 DisplaySize;// <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2291
float DeltaTime;// = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2292
float IniSavingRate;// = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2293
constchar* IniFilename;// = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2294
constchar* LogFilename;// = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2295
void* UserData;// = NULL // Store your own data.
2296
2297
// Font system
2298
ImFontAtlas*Fonts;// <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2299
float FontGlobalScale;// = 1.0f // Global scale all fonts
2300
bool FontAllowUserScaling;// = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2301
ImFont* FontDefault;// = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2302
ImVec2 DisplayFramebufferScale;// = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
bool ConfigNavMoveSetMousePos;// = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2307
bool ConfigNavCaptureKeyboard;// = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2308
bool ConfigNavEscapeClearFocusItem;// = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2309
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2310
bool ConfigNavCursorVisibleAuto;// = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2311
bool ConfigNavCursorVisibleAlways;// = false // Navigation cursor is always visible.
2312
2313
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
2314
bool ConfigDockingNoSplit;// = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2315
bool ConfigDockingWithShift;// = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2316
bool ConfigDockingAlwaysTabBar;// = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
2317
bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
2318
2319
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2320
bool ConfigViewportsNoAutoMerge;// = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
2321
bool ConfigViewportsNoTaskBarIcon;// = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
2322
bool ConfigViewportsNoDecoration;// = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
2323
bool ConfigViewportsNoDefaultParent;// = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
2324
2325
// Miscellaneous options
2326
// (you can visualize and interact with all options in 'Demo->Configuration')
2327
bool MouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2328
bool ConfigMacOSXBehaviors;// = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
2329
bool ConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2330
bool ConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
2331
bool ConfigInputTextEnterKeepActive;// = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2332
bool ConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2333
bool ConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2334
bool ConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2335
bool ConfigWindowsCopyContentsWithCtrlC;// = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2336
bool ConfigScrollbarScrollByPage;// = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2337
float ConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2338
2339
// Inputs Behaviors
2340
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2341
float MouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
2342
float MouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2343
float MouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
2344
float KeyRepeatDelay;// = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2345
float KeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2352
// - Error recovery is provided as a way to facilitate:
2353
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2354
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2355
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2356
// You not are not supposed to rely on it in the course of a normal application run.
2357
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2358
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2359
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2360
// Otherwise it would severely hinder your ability to catch and correct mistakes!
2361
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2362
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2363
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2364
// - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2365
bool ConfigErrorRecovery;// = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2366
bool ConfigErrorRecoveryEnableAssert;// = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
bool ConfigErrorRecoveryEnableTooltip;// = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2369
2370
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2371
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2372
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2373
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2374
bool ConfigDebugIsDebuggerPresent;// = false // Enable various tools calling IM_DEBUG_BREAK().
2375
2376
// Tools to detect code submitting items with conflicting/duplicate IDs
2377
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2378
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2379
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2380
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
2381
2382
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2383
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2384
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
2385
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2386
bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2387
bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2388
2389
// Option to deactivate io.AddFocusEvent(false) handling.
2390
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2391
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2392
bool ConfigDebugIgnoreFocusLoss;// = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2393
2394
// Option to audit .ini data
2395
bool ConfigDebugIniSettings;// = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2403
constchar* BackendPlatformName;// = NULL
2404
constchar* BackendRendererName;// = NULL
2405
void* BackendPlatformUserData;// = NULL // User data for platform backend
2406
void* BackendRendererUserData;// = NULL // User data for renderer backend
2407
void* BackendLanguageUserData;// = NULL // User data for non C++ programming language backend
IMGUI_API voidAddKeyEvent(ImGuiKey key,bool down);// Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2415
IMGUI_API voidAddKeyAnalogEvent(ImGuiKey key,bool down,float v);// Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2416
IMGUI_API voidAddMousePosEvent(float x,float y);// Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2417
IMGUI_API voidAddMouseButtonEvent(int button,bool down);// Queue a mouse button change
IMGUI_API voidAddMouseSourceEvent(ImGuiMouseSource source);// Queue a mouse source change (Mouse/TouchScreen/Pen)
2420
IMGUI_API voidAddMouseViewportEvent(ImGuiID id);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2421
IMGUI_API voidAddFocusEvent(bool focused);// Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2422
IMGUI_API voidAddInputCharacter(unsignedint c);// Queue a new character input
2423
IMGUI_API voidAddInputCharacterUTF16(ImWchar16 c);// Queue a new character input from a UTF-16 character, it can be a surrogate
2424
IMGUI_API voidAddInputCharactersUTF8(constchar* str);// Queue a new characters input from a UTF-8 string
2425
2426
IMGUI_API voidSetKeyEventNativeData(ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index =-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2427
IMGUI_API voidSetAppAcceptingEvents(bool accepting_events);// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2428
IMGUI_API voidClearEventsQueue();// Clear all incoming events.
2429
IMGUI_API voidClearInputKeys();// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2430
IMGUI_API voidClearInputMouse();// Clear current mouse state.
2431
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2432
IMGUI_API voidClearInputCharacters();// [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
bool WantCaptureMouse;// Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2442
bool WantCaptureKeyboard;// Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2443
bool WantTextInput;// Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2444
bool WantSetMousePos;// MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2445
bool WantSaveIniSettings;// When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2446
bool NavActive;// Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2447
bool NavVisible;// Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2448
float Framerate;// Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2449
int MetricsRenderVertices;// Vertices output during last call to Render()
2450
int MetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
2451
int MetricsRenderWindows;// Number of visible windows
2452
int MetricsActiveWindows;// Number of active windows
2453
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.
ImGuiContext* Ctx;// Parent UI context (needs to be set explicitly by parent).
2460
2461
// Main Input State
2462
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2463
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2464
ImVec2 MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2465
bool MouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2466
float MouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2467
float MouseWheelH;// Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2468
ImGuiMouseSource MouseSource;// Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2469
ImGuiID MouseHoveredViewport;// (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
// Other state maintained from data above + IO function calls
2476
ImGuiKeyChord KeyMods;// Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2477
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
2478
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2479
ImVec2 MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2480
ImVec2 MouseClickedPos[5];// Position at time of clicking
2481
double MouseClickedTime[5];// Time of last click (used to figure out double-click)
2482
bool MouseClicked[5];// Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2483
bool MouseDoubleClicked[5];// Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2484
ImU16 MouseClickedCount[5];// == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2485
ImU16 MouseClickedLastCount[5];// Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2486
bool MouseReleased[5];// Mouse button went from Down to !Down
2487
bool MouseDownOwned[5];// Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2488
bool MouseDownOwnedUnlessPopupClose[5];// Track if button was clicked inside a dear imgui window.
2489
bool MouseWheelRequestAxisSwap;// On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2490
bool MouseCtrlLeftAsRightClick;// (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2491
float MouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
2492
float MouseDownDurationPrev[5];// Previous time the mouse button has been down
2493
ImVec2 MouseDragMaxDistanceAbs[5];// Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2494
float MouseDragMaxDistanceSqr[5];// Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2495
float PenPressure;// Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2496
bool AppFocusLost;// Only modify via AddFocusEvent()
2497
bool AppAcceptingEvents;// Only modify via SetAppAcceptingEvents()
2498
ImWchar16 InputQueueSurrogate;// For AddInputCharacterUTF16()
2499
ImVector<ImWchar> InputQueueCharacters;// Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2500
2501
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2502
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2503
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2504
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2505
// Read https://github.com/ocornut/imgui/issues/4921 for details.
2506
//int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2507
//bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2508
//float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2509
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2510
2511
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2512
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2527
// The callback function should return 0 by default.
2528
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2529
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2530
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2531
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2532
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2533
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2534
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2535
structImGuiInputTextCallbackData
2536
{
2537
ImGuiContext* Ctx;// Parent UI context
2538
ImGuiInputTextFlags EventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
2539
ImGuiInputTextFlags Flags;// What user passed to InputText() // Read-only
2540
void* UserData;// What user passed to InputText() // Read-only
2541
2542
// Arguments for the different callback events
2543
// - During Resize callback, Buf will be same as your input buffer.
2544
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2545
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
2546
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
2547
ImWchar EventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char* Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2550
int BufTextLen;// Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2551
int BufSize;// Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2552
bool BufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2553
int CursorPos;// // Read-write // [Completion,History,Always]
2554
int SelectionStart;// // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2555
int SelectionEnd;// // Read-write // [Completion,History,Always]
2556
2557
// Helper functions for text manipulation.
2558
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2568
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2569
structImGuiSizeCallbackData
2570
{
2571
void* UserData;// Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2572
ImVec2 Pos;// Read-only. Window position, for reference.
2573
ImVec2 CurrentSize;// Read-only. Current window size.
2574
ImVec2 DesiredSize;// Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2575
};
2576
2577
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2578
// Important: the content of this class is still highly WIP and likely to change and be refactored
2579
// before we stabilize Docking features. Please be mindful if using this.
2580
// Provide hints:
2581
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2582
// - To the platform backend for OS level parent/child relationships of viewport.
2583
// - To the docking system for various options and filtering.
2584
structImGuiWindowClass
2585
{
2586
ImGuiID ClassId;// User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2587
ImGuiID ParentViewportId;// Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
2588
ImGuiID FocusRouteParentWindowId;// ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
2589
ImGuiViewportFlags ViewportFlagsOverrideSet;// Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2590
ImGuiViewportFlags ViewportFlagsOverrideClear;// Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2591
ImGuiTabItemFlags TabItemFlagsOverrideSet;// [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
2592
ImGuiDockNodeFlags DockNodeFlagsOverrideSet;// [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
2593
bool DockingAlwaysTabBar;// Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
2594
bool DockingAllowUnclassed;// Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
#defineIM_UNICODE_CODEPOINT_INVALID0xFFFD// Invalid Unicode code point (standard value).
2627
#ifdef IMGUI_USE_WCHAR32
2628
#defineIM_UNICODE_CODEPOINT_MAX0x10FFFF// Maximum Unicode code point supported by this build.
2629
#else
2630
#defineIM_UNICODE_CODEPOINT_MAX0xFFFF// Maximum Unicode code point supported by this build.
2631
#endif
2632
2633
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2634
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
// Typically you don't have to worry about this since a storage is held within each Window.
2701
// We use it to e.g. store collapse state for a tree (Int 0/1)
2702
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2703
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2704
// - 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).
2705
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2706
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2707
structImGuiStorage
2708
{
2709
// [Internal]
2710
ImVector<ImGuiStoragePair> Data;
2711
2712
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2713
// - Set***() functions find pair, insertion on demand if missing.
2714
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
IMGUI_API void*GetVoidPtr(ImGuiID key)const;// default_val is NULL
2723
IMGUI_API voidSetVoidPtr(ImGuiID key,void* val);
2724
2725
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2726
// - 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.
2727
// - 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)
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2735
IMGUI_API voidBuildSortByKey();
2736
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2737
IMGUI_API voidSetAllInt(int val);
2738
2739
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2740
//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2741
#endif
2742
};
2743
2744
// Helper: Manually clip large list of items.
2745
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2746
// clipping based on visibility to only submit items that are in view.
2747
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2748
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2749
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2750
// scale using lists with tens of thousands of items without a problem)
2751
// Usage:
2752
// ImGuiListClipper clipper;
2753
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2754
// while (clipper.Step())
2755
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2756
// ImGui::Text("line number %d", i);
2757
// Generally what happens is:
2758
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2759
// - User code submit that one element.
2760
// - Clipper can measure the height of the first element
2761
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2762
// - User code submit visible elements.
2763
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2764
structImGuiListClipper
2765
{
2766
ImGuiContext* Ctx;// Parent UI context
2767
int DisplayStart;// First item to display, updated by each call to Step()
2768
int DisplayEnd;// End of items to display (exclusive)
2769
int ItemsCount;// [Internal] Number of items
2770
float ItemsHeight;// [Internal] Height of item after a first step and item submission can calculate it
2771
float StartPosY;// [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2772
double StartSeekOffsetY;// [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2773
void* TempData;// [Internal] Internal data
2774
2775
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
2776
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API voidEnd();// Automatically called on the last call of Step() that returns false.
2781
IMGUI_API boolStep();// Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2782
2783
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2784
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
// - It is important that we are keeping those disabled by default so they don't leak in user space.
2802
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2803
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
#defineIM_COL32_WHITEIM_COL32(255,255,255,255)// Opaque white = 0xFFFFFFFF
2849
#defineIM_COL32_BLACKIM_COL32(0,0,0,255)// Opaque black
2850
#defineIM_COL32_BLACK_TRANSIM_COL32(0,0,0,0)// Transparent black = 0x00000000
2851
2852
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2853
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2854
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2855
// **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.
2856
structImColor
2857
{
2858
ImVec4 Value;
2859
2860
constexpr ImColor(){}
2861
constexpr ImColor(float r,float g,float b,float a =1.0f):Value(r, g, b, a){}
2862
constexpr ImColor(const ImVec4& col):Value(col){}
2863
constexpr ImColor(int r,int g,int b,int a =255):Value((float)r *(1.0f/255.0f),(float)g *(1.0f/255.0f),(float)b *(1.0f/255.0f),(float)a*(1.0f/255.0f)){}
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2880
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2881
// with support for clipper (skipping non-visible items), box-select and many other details.
2882
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2883
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2884
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2885
// - In the spirit of Dear ImGui design, your code owns actual selection data.
2886
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2887
// About ImGuiSelectionBasicStorage:
2888
// - This is an optional helper to store a selection state and apply selection requests.
2889
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2890
// Usage:
2891
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2892
// - Store and maintain actual selection data using persistent object identifiers.
2893
// - Usage flow:
2894
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2895
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2896
// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2897
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2898
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2899
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2900
// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2901
// About ImGuiSelectionUserData:
2902
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2903
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2904
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2905
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2906
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2907
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2908
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2909
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2910
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2911
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2912
2913
// Flags for BeginMultiSelect()
2914
enumImGuiMultiSelectFlags_
2915
{
2916
ImGuiMultiSelectFlags_None =0,
2917
ImGuiMultiSelectFlags_SingleSelect =1<<0,// Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2918
ImGuiMultiSelectFlags_NoSelectAll =1<<1,// Disable CTRL+A shortcut to select all.
2919
ImGuiMultiSelectFlags_NoRangeSelect =1<<2,// Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2920
ImGuiMultiSelectFlags_NoAutoSelect =1<<3,// Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2921
ImGuiMultiSelectFlags_NoAutoClear =1<<4,// Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2922
ImGuiMultiSelectFlags_NoAutoClearOnReselect =1<<5,// Disable clearing selection when clicking/selecting an already selected item.
2923
ImGuiMultiSelectFlags_BoxSelect1d =1<<6,// Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2924
ImGuiMultiSelectFlags_BoxSelect2d =1<<7,// Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2925
ImGuiMultiSelectFlags_BoxSelectNoScroll =1<<8,// Disable scrolling when box-selecting near edges of scope.
2926
ImGuiMultiSelectFlags_ClearOnEscape =1<<9,// Clear selection when pressing Escape while scope is focused.
2927
ImGuiMultiSelectFlags_ClearOnClickVoid =1<<10,// Clear selection when clicking on empty location within scope.
2928
ImGuiMultiSelectFlags_ScopeWindow =1<<11,// Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2929
ImGuiMultiSelectFlags_ScopeRect =1<<12,// Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2930
ImGuiMultiSelectFlags_SelectOnClick =1<<13,// Apply selection on mouse down when clicking on unselected item. (Default)
2931
ImGuiMultiSelectFlags_SelectOnClickRelease =1<<14,// Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2932
//ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2933
ImGuiMultiSelectFlags_NavWrapX =1<<16,// [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2934
};
2935
2936
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2937
// This mainly contains a list of selection requests.
2938
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2939
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2940
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
ImVector<ImGuiSelectionRequest> Requests;// ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2945
ImGuiSelectionUserData RangeSrcItem;// ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2946
ImGuiSelectionUserData NavIdItem;// ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2947
bool NavIdSelected;// ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2948
bool RangeSrcReset;// app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2949
int ItemsCount;// ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2950
};
2951
2952
// Selection request type
2953
enumImGuiSelectionRequestType
2954
{
2955
ImGuiSelectionRequestType_None =0,
2956
ImGuiSelectionRequestType_SetAll,// Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2957
ImGuiSelectionRequestType_SetRange,// Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
ImS8 RangeDirection;// / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
2967
ImGuiSelectionUserData RangeFirstItem;// / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
2968
ImGuiSelectionUserData RangeLastItem;// / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
2969
};
2970
2971
// Optional helper to store multi-selection state + apply multi-selection requests.
2972
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
2973
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2974
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
2975
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
2976
// To store a multi-selection, in your application you could:
2977
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
2978
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
2979
// In ImGuiSelectionBasicStorage we:
2980
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
2981
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
2982
// - use decently optimized logic to allow queries and insertion of very large selection sets.
2983
// - do not preserve selection order.
2984
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
2985
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
2986
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
2987
structImGuiSelectionBasicStorage
2988
{
2989
// Members
2990
intSize;// // Number of selected items, maintained by this helper.
2991
bool PreserveOrder;// = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
2992
void* UserData;// = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
2993
ImGuiID(*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage*self,int idx);// e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
2994
int _SelectionOrder;// [Internal] Increasing counter to store selection order
2995
ImGuiStorage _Storage;// [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
2996
2997
// Methods
2998
IMGUI_API ImGuiSelectionBasicStorage();
2999
IMGUI_API voidApplyRequests(ImGuiMultiSelectIO* ms_io);// Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3000
IMGUI_API boolContains(ImGuiID id)const;// Query if an item id is in selection.
3001
IMGUI_API voidClear();// Clear selection
3002
IMGUI_API voidSwap(ImGuiSelectionBasicStorage& r);// Swap two selections
3003
IMGUI_API voidSetItemSelected(ImGuiID id,bool selected);// Add/remove an item from selection (generally done by ApplyRequests() function)
3004
IMGUI_API boolGetNextSelectedItem(void** opaque_it, ImGuiID* out_id);// Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3005
inline ImGuiID GetStorageIdFromIndex(int idx){returnAdapterIndexToStorageId(this, idx);}// Convert index to item id based on provided adapter.
3006
};
3007
3008
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3009
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3010
structImGuiSelectionExternalStorage
3011
{
3012
// Members
3013
void* UserData;// User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3014
void(*AdapterSetItemSelected)(ImGuiSelectionExternalStorage*self,int idx,bool selected);// e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3015
3016
// Methods
3017
IMGUI_API ImGuiSelectionExternalStorage();
3018
IMGUI_API voidApplyRequests(ImGuiMultiSelectIO* ms_io);// Apply selection requests by using AdapterSetItemSelected() calls
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3027
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3028
#defineIM_DRAWLIST_TEX_LINES_WIDTH_MAX(63)
3029
#endif
3030
3031
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3032
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3033
// you can poke into the draw list for that! Draw callback may be useful for example to:
3034
// A) Change your GPU render state,
3035
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3036
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3037
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
// Special Draw callback value to request renderer backend to reset the graphics/render state.
3043
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3044
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3045
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3049
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3050
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3051
// Backends made for <1.71. will typically ignore the VtxOffset fields.
3052
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3053
structImDrawCmd
3054
{
3055
ImVec4 ClipRect;// 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3056
ImTextureID TextureId;// 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
3057
unsignedint VtxOffset;// 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
3058
unsignedint IdxOffset;// 4 // Start offset in index buffer.
3059
unsignedint ElemCount;// 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
3060
ImDrawCallback UserCallback;// 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3061
void* UserCallbackData;// 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3062
int UserCallbackDataSize;// 4 // Size of callback user data when using storage, otherwise 0.
3063
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3064
3065
ImDrawCmd(){memset(this,0,sizeof(*this));}// Also ensure our padding fields are zeroed
3066
3067
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3081
// 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.
3082
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
3083
// 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.
3084
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3085
#endif
3086
3087
// [Internal] For use by ImDrawList
3088
structImDrawCmdHeader
3089
{
3090
ImVec4 ClipRect;
3091
ImTextureID TextureId;
3092
unsignedint VtxOffset;
3093
};
3094
3095
// [Internal] For use by ImDrawListSplitter
3096
structImDrawChannel
3097
{
3098
ImVector<ImDrawCmd> _CmdBuffer;
3099
ImVector<ImDrawIdx> _IdxBuffer;
3100
};
3101
3102
3103
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3104
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3105
structImDrawListSplitter
3106
{
3107
int _Current;// Current channel number (0)
3108
int _Count;// Number of active channels (1+)
3109
ImVector<ImDrawChannel> _Channels;// Draw channels (not resized down so _Count might be < Channels.Size)
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
3122
enumImDrawFlags_
3123
{
3124
ImDrawFlags_None =0,
3125
ImDrawFlags_Closed =1<<0,// PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3126
ImDrawFlags_RoundCornersTopLeft =1<<4,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3127
ImDrawFlags_RoundCornersTopRight =1<<5,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3128
ImDrawFlags_RoundCornersBottomLeft =1<<6,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3129
ImDrawFlags_RoundCornersBottomRight =1<<7,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3130
ImDrawFlags_RoundCornersNone =1<<8,// AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3141
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3142
enumImDrawListFlags_
3143
{
3144
ImDrawListFlags_None =0,
3145
ImDrawListFlags_AntiAliasedLines =1<<0,// Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3146
ImDrawListFlags_AntiAliasedLinesUseTex =1<<1,// Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AllowVtxOffset =1<<3,// Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3149
};
3150
3151
// Draw command list
3152
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3153
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3154
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3155
// access the current window draw list and draw custom primitives.
3156
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3157
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3158
// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3159
// 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.
3160
structImDrawList
3161
{
3162
// This is what you have to render
3163
ImVector<ImDrawCmd> CmdBuffer;// Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3164
ImVector<ImDrawIdx> IdxBuffer;// Index buffer. Each command consume ImDrawCmd::ElemCount of those
3165
ImVector<ImDrawVert> VtxBuffer;// Vertex buffer.
3166
ImDrawListFlags Flags;// Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3167
3168
// [Internal, used while building lists]
3169
unsignedint _VtxCurrentIdx;// [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3170
ImDrawListSharedData* _Data;// Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3171
ImDrawVert* _VtxWritePtr;// [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3172
ImDrawIdx* _IdxWritePtr;// [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3173
ImVector<ImVec2> _Path;// [Internal] current path building
3174
ImDrawCmdHeader _CmdHeader;// [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3175
ImDrawListSplitter _Splitter;// [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
float _FringeScale;// [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3180
constchar* _OwnerName;// Pointer to owner window's name for debugging
3181
3182
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
IMGUI_API voidPushClipRect(const ImVec2& clip_rect_min,const 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)
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3196
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3197
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3198
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3199
// In future versions we will use textures to provide cheaper and higher-quality circles.
3200
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3230
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3236
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3237
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3253
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3254
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3255
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3256
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3257
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3258
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3259
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
IMGUI_API voidAddDrawCmd();// 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
3264
IMGUI_API ImDrawList*CloneOutput()const;// Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3265
3266
// Advanced: Channels
3267
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3268
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
3269
// - This API shouldn't have been in ImDrawList in the first place!
3270
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3271
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3311
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3312
structImDrawData
3313
{
3314
bool Valid;// Only valid after Render() is called and before the next NewFrame() is called.
3315
int CmdListsCount;// Number of ImDrawList* to render
3316
int TotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
3317
int TotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
3318
ImVector<ImDrawList*> CmdLists;// Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3319
ImVec2 DisplayPos;// Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3320
ImVec2 DisplaySize;// Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3321
ImVec2 FramebufferScale;// Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3322
ImGuiViewport* OwnerViewport;// Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3323
3324
// Functions
3325
ImDrawData(){Clear();}
3326
IMGUI_API voidClear();
3327
IMGUI_API voidAddDrawList(ImDrawList* draw_list);// Helper to add an external draw list into an existing ImDrawData.
3328
IMGUI_API voidDeIndexAllBuffers();// 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!
3329
IMGUI_API voidScaleClipRects(const ImVec2& fb_scale);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
bool FontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3341
int FontNo;// 0 // Index of font within TTF/OTF file
3342
float SizePixels;// // Size in pixels for rasterizer (more or less maps to the resulting font height).
3343
int OversampleH;// 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3344
int OversampleV;// 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
3345
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.
3346
ImVec2 GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3347
ImVec2 GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
3348
const ImWchar* GlyphRanges;// NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3349
float GlyphMinAdvanceX;// 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3350
float GlyphMaxAdvanceX;// FLT_MAX // Maximum AdvanceX for glyphs
3351
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.
3352
unsignedint FontBuilderFlags;// 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3353
float RasterizerMultiply;// 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3354
float RasterizerDensity;// 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3355
ImWchar EllipsisChar;// -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3356
3357
// [Internal]
3358
char Name[40];// Name (strictly to ease debugging)
3359
ImFont* DstFont;
3360
3361
IMGUI_API ImFontConfig();
3362
};
3363
3364
// Hold rendering data for one glyph.
3365
// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
3366
structImFontGlyph
3367
{
3368
unsignedint Colored :1;// Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3369
unsignedint Visible :1;// Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3370
unsignedint Codepoint :30;// 0x0000..0x10FFFF
3371
float AdvanceX;// Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3372
float X0, Y0, X1, Y1;// Glyph corners
3373
float U0, V0, U1, V1;// Texture coordinates
3374
};
3375
3376
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3377
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3378
structImFontGlyphRangesBuilder
3379
{
3380
ImVector<ImU32> UsedChars;// Store 1-bit per Unicode code point (0=unused, 1=used)
inlineboolGetBit(size_t n)const{int off =(int)(n >>5); ImU32 mask =1u<<(n &31);return(UsedChars[off]& mask)!=0;}// Get bit n in the array
3385
inlinevoidSetBit(size_t n){int off =(int)(n >>5); ImU32 mask =1u<<(n &31); UsedChars[off]|= mask;}// Set bit n in the array
3386
inlinevoidAddChar(ImWchar c){SetBit(c);}// Add character
3387
IMGUI_API voidAddText(constchar* text,constchar* text_end =NULL);// Add string (each character of the UTF-8 string are added)
3388
IMGUI_API voidAddRanges(const ImWchar* ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3389
IMGUI_API voidBuildRanges(ImVector<ImWchar>* out_ranges);// Output new ranges
unsignedshort X, Y;// Output // Packed position in Atlas
3397
unsignedint GlyphID :31;// Input // For custom font glyphs only (ID < 0x110000)
3398
unsignedint GlyphColored :1;// Input // For custom font glyphs only: glyph is colored, removed tinting.
3399
float GlyphAdvanceX;// Input // For custom font glyphs only: glyph xadvance
3400
ImVec2 GlyphOffset;// Input // For custom font glyphs only: glyph display offset
3401
ImFont* Font;// Input // For custom font glyphs only: target font
3402
ImFontAtlasCustomRect(){ Width = Height =0; X = Y =0xFFFF; GlyphID =0; GlyphColored =0; GlyphAdvanceX =0.0f; GlyphOffset =ImVec2(0,0); Font =NULL;}
3403
boolIsPacked()const{return X !=0xFFFF;}
3404
};
3405
3406
// Flags for ImFontAtlas build
3407
enumImFontAtlasFlags_
3408
{
3409
ImFontAtlasFlags_None =0,
3410
ImFontAtlasFlags_NoPowerOfTwoHeight =1<<0,// Don't round the height to next power of two
3411
ImFontAtlasFlags_NoMouseCursors =1<<1,// Don't build software mouse cursors into the atlas (save a little texture memory)
3412
ImFontAtlasFlags_NoBakedLines =1<<2,// Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3413
};
3414
3415
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3416
// - One or more fonts.
3417
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3418
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3419
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3420
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
3421
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3422
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3423
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3424
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3425
// Common pitfalls:
3426
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3427
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3428
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3429
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3430
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3431
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
IMGUI_API ImFont*AddFontFromMemoryTTF(void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg =NULL,const ImWchar* glyph_ranges =NULL);// Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3440
IMGUI_API ImFont*AddFontFromMemoryCompressedTTF(constvoid* compressed_font_data,int compressed_font_data_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.
3441
IMGUI_API ImFont*AddFontFromMemoryCompressedBase85TTF(constchar* 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.
3442
IMGUI_API voidClearInputData();// Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3443
IMGUI_API voidClearTexData();// Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3444
IMGUI_API voidClearFonts();// Clear output font data (glyphs storage, UV coordinates).
3445
IMGUI_API voidClear();// Clear all input and output.
3446
3447
// Build atlas, retrieve pixel data.
3448
// 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().
3449
// The pitch is always = Width * BytesPerPixels (1 or 4)
3450
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3451
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3452
IMGUI_API boolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** functions.
boolIsBuilt()const{return Fonts.Size>0&& TexReady;}// Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
3456
voidSetTexID(ImTextureID id){ TexID =id;}
3457
3458
//-------------------------------------------
3459
// Glyph Ranges
3460
//-------------------------------------------
3461
3462
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3463
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
3464
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3465
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3466
IMGUI_API const ImWchar*GetGlyphRangesDefault();// Basic Latin, Extended Latin
3467
IMGUI_API const ImWchar*GetGlyphRangesGreek();// Default + Greek and Coptic
3468
IMGUI_API const ImWchar*GetGlyphRangesKorean();// Default + Korean characters
IMGUI_API const ImWchar*GetGlyphRangesChineseFull();// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3471
IMGUI_API const ImWchar*GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3472
IMGUI_API const ImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
ImFontAtlasFlags Flags;// Build flags (see ImFontAtlasFlags_)
3500
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.
3501
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.
3502
int TexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3503
bool Locked;// Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3504
void* UserData;// Store your own atlas related user-data (if e.g. you have multiple font atlas).
3505
3506
// [Internal]
3507
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3508
bool TexReady;// Set when texture was built matching current font input
3509
bool TexPixelsUseColors;// Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
3510
unsignedchar* TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3511
unsignedint* TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3512
int TexWidth;// Texture width calculated during Build().
3513
int TexHeight;// Texture height calculated during Build().
ImVec2 TexUvWhitePixel;// Texture coordinates to a white pixel
3516
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.
3517
ImVector<ImFontAtlasCustomRect> CustomRects;// Rectangles for packing custom texture data into the atlas.
3518
ImVector<ImFontConfig> ConfigData;// Configuration data
3519
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX +1];// UVs for baked anti-aliased lines
3520
3521
// [Internal] Font builder
3522
const ImFontBuilderIO* FontBuilderIO;// Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3523
unsignedint FontBuilderFlags;// Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
3524
3525
// [Internal] Packing data
3526
int PackIdMouseCursors;// Custom texture rectangle ID for white pixel and mouse cursors
3527
int PackIdLines;// Custom texture rectangle ID for baked anti-aliased lines
3528
3529
// [Obsolete]
3530
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3531
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3532
};
3533
3534
// Font runtime data and rendering
3535
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3536
structImFont
3537
{
3538
// Members: Hot ~20/24 bytes (for CalcTextSize)
3539
ImVector<float> IndexAdvanceX;// 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3540
float FallbackAdvanceX;// 4 // out // = FallbackGlyph->AdvanceX
3541
float FontSize;// 4 // in // // Height of characters/line, set during loading (don't change after loading)
3542
3543
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3544
ImVector<ImWchar> IndexLookup;// 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3545
ImVector<ImFontGlyph> Glyphs;// 12-16 // out // // All glyphs.
3546
const ImFontGlyph* FallbackGlyph;// 4-8 // out // = FindGlyph(FontFallbackChar)
3547
3548
// Members: Cold ~32/40 bytes
3549
ImFontAtlas* ContainerAtlas;// 4-8 // out // // What we has been loaded into
3550
const ImFontConfig* ConfigData;// 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3551
short ConfigDataCount;// 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3552
ImWchar FallbackChar;// 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3553
ImWchar EllipsisChar;// 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3554
short EllipsisCharCount;// 1 // out // 1 or 3
3555
float EllipsisWidth;// 4 // out // Width
3556
float EllipsisCharStep;// 4 // out // Step between characters when EllipsisCount > 0
3557
bool DirtyLookupTables;// 1 // out //
3558
float Scale;// 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3559
float Ascent, Descent;// 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3560
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3561
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8];// 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
IMGUI_API voidAddRemapChar(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.
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3594
enumImGuiViewportFlags_
3595
{
3596
ImGuiViewportFlags_None =0,
3597
ImGuiViewportFlags_IsPlatformWindow =1<<0,// Represent a Platform Window
3598
ImGuiViewportFlags_IsPlatformMonitor =1<<1,// Represent a Platform Monitor (unused yet)
3599
ImGuiViewportFlags_OwnedByApp =1<<2,// Platform Window: Is created/managed by the user application? (rather than our backend)
3600
ImGuiViewportFlags_NoDecoration =1<<3,// Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
3601
ImGuiViewportFlags_NoTaskBarIcon =1<<4,// Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3602
ImGuiViewportFlags_NoFocusOnAppearing =1<<5,// Platform Window: Don't take focus when created.
3603
ImGuiViewportFlags_NoFocusOnClick =1<<6,// Platform Window: Don't take focus when clicked on.
3604
ImGuiViewportFlags_NoInputs =1<<7,// Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3605
ImGuiViewportFlags_NoRendererClear =1<<8,// Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3606
ImGuiViewportFlags_NoAutoMerge =1<<9,// Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
3607
ImGuiViewportFlags_TopMost =1<<10,// Platform Window: Display on top (for tooltips only).
3608
ImGuiViewportFlags_CanHostOtherWindows =1<<11,// Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
3609
3610
// Output status flags (from Platform)
3611
ImGuiViewportFlags_IsMinimized =1<<12,// Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
3612
ImGuiViewportFlags_IsFocused =1<<13,// Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
3613
};
3614
3615
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3616
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
3617
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3618
// - About Main Area vs Work Area:
3619
// - Main Area = entire viewport.
3620
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3621
// - Windows are generally trying to stay within the Work Area of their host viewport.
3622
structImGuiViewport
3623
{
3624
ImGuiID ID;// Unique identifier for the viewport
3625
ImGuiViewportFlags Flags;// See ImGuiViewportFlags_
3626
ImVec2 Pos;// Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3627
ImVec2 Size;// Main Area: Size of the viewport.
3628
ImVec2 WorkPos;// Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3629
ImVec2 WorkSize;// Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3630
float DpiScale;// 1.0f = 96 DPI = No extra scale.
3631
ImGuiID ParentViewportId;// (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
3632
ImDrawData* DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
3633
3634
// Platform/Backend Dependent Data
3635
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
3636
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
3637
// by the same system and you may not need to use all the UserData/Handle fields.
3638
// The library never uses those fields, they are merely storage to facilitate backend implementation.
3639
void* RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
3640
void* PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
3641
void* PlatformHandle;// void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle().
3642
void* PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
3643
bool PlatformWindowCreated;// Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
3644
bool PlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
3645
bool PlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
3646
bool PlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// For reference, the second column shows which function are generally calling the Platform Functions:
3748
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
3749
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
3750
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
3751
// R = ImGui::RenderPlatformWindowsDefault() ~ render
3752
// D = ImGui::DestroyPlatformWindows() ~ shutdown
3753
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
3754
3755
// The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
3756
// Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
3757
// Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
3758
3759
// Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
3760
void(*Platform_CreateWindow)(ImGuiViewport* vp);// . . U . . // Create a new platform window for the given viewport
3761
void(*Platform_DestroyWindow)(ImGuiViewport* vp);// N . U . D //
3762
void(*Platform_ShowWindow)(ImGuiViewport* vp);// . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
3763
void(*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);// . . U . . // Set platform window position (given the upper-left corner of client area)
3764
ImVec2(*Platform_GetWindowPos)(ImGuiViewport* vp);// N . . . . //
3765
void(*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);// . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
3766
ImVec2(*Platform_GetWindowSize)(ImGuiViewport* vp);// N . . . . // Get platform window client area size
3767
void(*Platform_SetWindowFocus)(ImGuiViewport* vp);// N . . . . // Move window to front and set input focus
3768
bool(*Platform_GetWindowFocus)(ImGuiViewport* vp);// . . U . . //
3769
bool(*Platform_GetWindowMinimized)(ImGuiViewport* vp);// N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
3770
void(*Platform_SetWindowTitle)(ImGuiViewport* vp,constchar* str);// . . U . . // Set platform window title (given an UTF-8 string)
3771
void(*Platform_SetWindowAlpha)(ImGuiViewport* vp,float alpha);// . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
3772
void(*Platform_UpdateWindow)(ImGuiViewport* vp);// . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
3773
void(*Platform_RenderWindow)(ImGuiViewport* vp,void* render_arg);// . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3774
void(*Platform_SwapBuffers)(ImGuiViewport* vp,void* render_arg);// . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3775
float(*Platform_GetWindowDpiScale)(ImGuiViewport* vp);// N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
3776
void(*Platform_OnChangedViewport)(ImGuiViewport* vp);// . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
3777
ImVec4(*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp);// N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
3778
int(*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst,constvoid* vk_allocators, ImU64* out_vk_surface);// (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
3779
3780
// Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
3781
void(*Renderer_CreateWindow)(ImGuiViewport* vp);// . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
3782
void(*Renderer_DestroyWindow)(ImGuiViewport* vp);// N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
3783
void(*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);// . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
3784
void(*Renderer_RenderWindow)(ImGuiViewport* vp,void* render_arg);// . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3785
void(*Renderer_SwapBuffers)(ImGuiViewport* vp,void* render_arg);// . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3786
3787
// (Optional) Monitor list
3788
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
3789
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3797
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
3798
ImVector<ImGuiViewport*> Viewports;// Main viewports, followed by all secondary viewports.
3799
};
3800
3801
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
3802
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
3803
structImGuiPlatformMonitor
3804
{
3805
ImVec2 MainPos, MainSize;// Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
3806
ImVec2 WorkPos, WorkSize;// Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
IMGUI_API ImVec2 GetContentRegionMax();// Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3837
IMGUI_API ImVec2 GetWindowContentRegionMin();// Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3838
IMGUI_API ImVec2 GetWindowContentRegionMax();// Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
3872
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
3873
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
3874
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3875
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3876
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3877
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3878
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3879
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3880
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3881
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3882
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3883
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3884
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3896
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3897
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3898
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3899
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3900
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3901
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3902
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3903
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3904
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3905
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3906
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3907
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3908
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3917
//typedef ImDrawFlags ImDrawCornerFlags;
3918
//enum ImDrawCornerFlags_
3919
//{
3920
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3921
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3922
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3923
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3924
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3925
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3933
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3934
//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.