// 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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// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
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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_COUNTOF(_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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#defineIM_STRINGIFY_HELPER(_EXPR) #_EXPR
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#defineIM_STRINGIFY(_EXPR)IM_STRINGIFY_HELPER(_EXPR)// Preprocessor idiom to stringify e.g. an integer or a macro.
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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 "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
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#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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structImFontAtlasBuilder;// Opaque storage for building a ImFontAtlas
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structImFontAtlasRect;// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
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structImFontBaked;// Baked data for a ImFont at a given size.
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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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structImFontLoader;// Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
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structImTextureData;// Specs and pixel storage for a texture used by Dear ImGui.
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structImTextureRect;// Coordinates of a rectangle within a texture.
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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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// Forward declarations: ImGui layer
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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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typedefintImDrawTextFlags;// -> enum ImDrawTextFlags_ // Internal, do not use!
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typedefintImFontFlags;// -> enum ImFontFlags_ // Flags: for ImFont
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typedefintImFontAtlasFlags;// -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
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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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typedefintImGuiListClipperFlags;// -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
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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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// 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.
// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
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// [Compile-time configurable type]
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// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
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// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
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// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
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// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
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// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
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// ImTextureRef, which is stored inside a ImDrawCmd.
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// - Compile-time type configuration:
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// - To use something other than a 64-bit value: add '#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 entry about textures for details.
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// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
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// constructors if you like. You will need to implement ==/!= operators.
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// History:
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// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
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// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
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#ifndef ImTextureID
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typedef ImU64 ImTextureID;// Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
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#endif
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// Define this if you need to change the invalid value for your backend.
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// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
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// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted.
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#ifndef ImTextureID_Invalid
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#defineImTextureID_Invalid((ImTextureID)0)
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#endif
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// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
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// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
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// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
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// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
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// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
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// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
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// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
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// to extract the ImTextureID value during rendering, after texture upload has happened.
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// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
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// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
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// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
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// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
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// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
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// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
ImTextureRef(void* tex_id){ _TexData =NULL; _TexID =(ImTextureID)(size_t)tex_id;}// For legacy backends casting to ImTextureID
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#endif
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inline ImTextureID GetTexID()const;// == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
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// Members (either are set, never both!)
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ImTextureData* _TexData;// A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
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ImTextureID _TexID;// _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
// - 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(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend 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 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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515
// Parameters stacks (font)
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// - PushFont(font, 0.0f) // Change font and keep current size
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// - PushFont(NULL, 20.0f) // Keep font and change current size
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// - PushFont(font, 20.0f) // Change font and set size to 20.0f
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// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
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// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
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// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
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// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
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// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
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// *IMPORTANT* global scale factors are applied over the provided size.
525
// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
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// - If you want to apply a factor to the _current_ font size:
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// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
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// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
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// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
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// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
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IMGUI_API voidPushFont(ImFont* font,float font_size_base_unscaled);// Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
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IMGUI_API voidPopFont();
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IMGUI_API ImFont*GetFont();// get current font
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IMGUI_API floatGetFontSize();// get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
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IMGUI_API ImFontBaked*GetFontBaked();// get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
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// Parameters stacks (shared)
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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).
551
IMGUI_API voidPopItemWidth();
552
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.
554
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();
556
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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 ImVec2 GetFontTexUvWhitePixel();// get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
560
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
562
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.
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// Layout cursor positioning
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// - By "cursor" we mean the current output position.
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// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
568
// - 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().
570
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
571
// - 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.
574
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
575
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).
576
IMGUI_API voidSetCursorScreenPos(const ImVec2& pos);// cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
577
IMGUI_API ImVec2 GetContentRegionAvail();// available space from current position. THIS IS YOUR BEST FRIEND.
578
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.
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// Other layout functions
587
IMGUI_API voidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
588
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.
589
IMGUI_API voidNewLine();// undo a SameLine() or force a new line when in a horizontal-layout context.
590
IMGUI_API voidSpacing();// add vertical spacing.
591
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.
592
IMGUI_API voidIndent(float indent_w =0.0f);// move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
593
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
594
IMGUI_API voidBeginGroup();// lock horizontal starting position
595
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)
597
IMGUI_API floatGetTextLineHeight();// ~ FontSize
598
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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// ID stack/scopes
603
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
604
// - Those questions are answered and impacted by understanding of the ID stack system:
605
// - "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?"
607
// - "Q: How can I have multiple widgets with the same label?"
608
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
609
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
610
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
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// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
612
// 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).
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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.
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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
// - Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text): which will automatically bypass the formatter.
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IMGUI_API voidTextUnformatted(constchar* text,constchar* text_end =NULL);// raw text without formatting. Practically equivalent to 'Text("%s", text)' but doesn't require null terminated string if 'text_end' is specified.
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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
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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.)
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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
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IMGUI_API boolTextLink(constchar* label);// hyperlink text button, return true when clicked
655
IMGUI_API boolTextLinkOpenURL(constchar* label,constchar* url =NULL);// hyperlink text button, automatically open file/url when clicked
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// Widgets: Images
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// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
660
// - Image() adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
661
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
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// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
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// - 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.
678
// - 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',
679
// 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
680
// - 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.
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// - Format string may also be set to NULL or use the default format ("%f" or "%d").
682
// - 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).
683
// - 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.
684
// - 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.
685
// - 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.
686
// - 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.
687
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
688
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.
703
// - 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.
704
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
705
// - 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.
706
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
707
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.)
741
// - 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.
742
// - 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.
748
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.
749
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// Widgets: Trees
751
// - 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.
752
IMGUI_API boolTreeNode(constchar* label);
753
IMGUI_API boolTreeNode(constchar* str_id,constchar* fmt,...)IM_FMTARGS(2);// helper variation to easily decorrelate 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.
763
IMGUI_API voidTreePush(constvoid* ptr_id);// "
764
IMGUI_API voidTreePop();// ~ Unindent()+PopID()
765
IMGUI_API floatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
766
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().
767
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.
768
IMGUI_API voidSetNextItemOpen(bool is_open, ImGuiCond cond =0);// set next TreeNode/CollapsingHeader open state.
769
IMGUI_API voidSetNextItemStorageID(ImGuiID storage_id);// set id to use for open/close storage (default to same as item id).
770
IMGUI_API boolTreeNodeGetOpen(ImGuiID storage_id);// retrieve tree node open/close state.
771
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// Widgets: Selectables
773
// - A selectable highlights when hovered, and can display another color when selected.
774
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
775
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
776
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.
777
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// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
779
// - 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.
780
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
781
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
782
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
783
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
784
// - '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.
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// Widgets: List Boxes
791
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
792
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
793
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
794
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
795
// - 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
796
// - 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
797
IMGUI_API boolBeginListBox(constchar* label,const ImVec2& size =ImVec2(0,0));// open a framed scrolling region
798
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
829
830
// Tooltips
831
// - Tooltips are windows following the mouse. They do not take focus away.
832
// - A tooltip window can contain items of any types.
833
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
834
IMGUI_API boolBeginTooltip();// begin/append a tooltip window.
835
IMGUI_API voidEndTooltip();// only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
836
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
840
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
841
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
842
// - 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'.
843
IMGUI_API boolBeginItemTooltip();// begin/append a tooltip window if preceding item was hovered.
844
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.
849
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing Escape (call 'Shortcut(ImGuiKey_Escape)' to claim a higher-priority shortcut).
850
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
851
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
852
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
853
// - 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.
854
// This is sometimes leading to confusing mistakes. May rework this in the future.
855
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
856
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
857
IMGUI_API boolBeginPopup(constchar* str_id, ImGuiWindowFlags flags =0);// return true if the popup is open, and you can start outputting to it.
858
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.
859
IMGUI_API voidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
860
861
// Popups: open/close functions
862
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
863
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
864
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
865
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
866
// - 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().
867
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
868
IMGUI_API voidOpenPopup(constchar* str_id, ImGuiPopupFlags popup_flags =0);// call to mark popup as open (don't call every frame!).
869
IMGUI_API voidOpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags =0);// id overload to facilitate calling from nested stacks
870
IMGUI_API voidOpenPopupOnItemClick(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =0);// 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)
871
IMGUI_API voidCloseCurrentPopup();// manually close the popup we have begin-ed into.
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
875
// - 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.
876
// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6:
877
// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature.
878
// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight.
879
// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
880
// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value.
881
// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details.
882
IMGUI_API boolBeginPopupContextItem(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =0);// 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!
883
IMGUI_API boolBeginPopupContextWindow(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =0);// open+begin popup when clicked on current window.
884
IMGUI_API boolBeginPopupContextVoid(constchar* str_id =NULL, ImGuiPopupFlags popup_flags =0);// open+begin popup when clicked in void (where there are no windows).
885
886
// Popups: query functions
887
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
888
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
889
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
890
IMGUI_API boolIsPopupOpen(constchar* str_id, ImGuiPopupFlags flags =0);// return true if the popup is open.
891
892
// Tables
893
// - Full-featured replacement for old Columns API.
894
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
895
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
896
// The typical call flow is:
897
// - 1. Call BeginTable(), early out if returning false.
898
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
899
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
900
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
901
// - 5. Populate contents:
902
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
903
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
904
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
905
// TableNextColumn() will automatically wrap-around into the next row if needed.
906
// - 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!
915
IMGUI_API voidTableNextRow(ImGuiTableRowFlags row_flags =0,float min_row_height =0.0f);// append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
916
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.
917
IMGUI_API boolTableSetColumnIndex(int column_n);// append into the specified column. Return true when column is visible.
918
919
// Tables: Headers & Columns declaration
920
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, various other flags etc.
921
// (the trailing 'ImGuiID user_data', which used to be referred to as 'ImGuiID user_id', is merely user data that is blindly copied in ImGuiTableColumnSortSpecs).
922
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
923
// Headers are required to perform: reordering, sorting, and opening the context menu.
924
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
925
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
926
// some advanced use cases (e.g. adding custom widgets in header row).
927
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them.
IMGUI_API voidTableSetupScrollFreeze(int cols,int rows);// lock columns/rows so they stay visible when scrolled.
930
IMGUI_API voidTableHeader(constchar* label);// submit one header cell manually (rarely used)
931
IMGUI_API voidTableHeadersRow();// submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
932
IMGUI_API voidTableAngledHeadersRow();// submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
933
934
// Tables: Sorting & Miscellaneous functions
935
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
936
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
937
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
938
// else you may wastefully sort your data every frame!
939
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
940
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().
941
IMGUI_API intTableGetColumnCount();// return number of columns (value passed to BeginTable)
942
IMGUI_API intTableGetColumnIndex();// return current column index.
943
IMGUI_API intTableGetRowIndex();// return current row index (header rows are accounted for)
944
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.
945
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.
946
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)
947
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.
948
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.
949
950
// Legacy Columns API (prefer using Tables!)
951
// - 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
954
IMGUI_API intGetColumnIndex();// get current column index
955
IMGUI_API floatGetColumnWidth(int column_index =-1);// get column width (in pixels). pass -1 to use current column
956
IMGUI_API voidSetColumnWidth(int column_index,float width);// set column width (in pixels). pass -1 to use current column
957
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
958
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
959
IMGUI_API intGetColumnsCount();
960
961
// Tab Bars, Tabs
962
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
963
IMGUI_API boolBeginTabBar(constchar* str_id, ImGuiTabBarFlags flags =0);// create and append into a TabBar
964
IMGUI_API voidEndTabBar();// only call EndTabBar() if BeginTabBar() returns true!
965
IMGUI_API boolBeginTabItem(constchar* label,bool* p_open =NULL, ImGuiTabItemFlags flags =0);// create a Tab. Returns true if the Tab is selected.
966
IMGUI_API voidEndTabItem();// only call EndTabItem() if BeginTabItem() returns true!
967
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.
968
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.
969
970
// Docking
971
// - Read https://github.com/ocornut/imgui/wiki/Docking for details.
972
// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
973
// - You can use many Docking facilities without calling any API.
974
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
975
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
976
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
977
// - DockSpaceOverViewport:
978
// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it.
979
// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen.
980
// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport.
981
// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent.
982
// - Dockspaces:
983
// - A dockspace is an explicit dock node within an existing window.
984
// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
985
// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
986
// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
987
// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos.
988
// - Programmatic docking:
989
// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
990
// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
IMGUI_API voidSetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond =0);// set next window dock id
994
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)
995
IMGUI_API ImGuiID GetWindowDockID();// get dock id of current window, or 0 if not associated to any docking node.
996
IMGUI_API boolIsWindowDocked();// is current window docked into another window?
997
998
// Logging/Capture
999
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
1000
IMGUI_API voidLogToTTY(int auto_open_depth =-1);// start logging to tty (stdout)
1001
IMGUI_API voidLogToFile(int auto_open_depth =-1,constchar* filename =NULL);// start logging to file
1002
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().
1010
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
1011
// - 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)
1012
// - An item can be both drag source and drop target.
1013
IMGUI_API boolBeginDragDropSource(ImGuiDragDropFlags flags =0);// call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
1014
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.
1015
IMGUI_API voidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
1016
IMGUI_API boolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
1017
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.
1018
IMGUI_API voidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
1019
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.
1020
1021
// Disabling [BETA API]
1022
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
1023
// - 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)
1024
// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
1025
// - 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)
1026
IMGUI_API voidBeginDisabled(bool disabled =true);
1027
IMGUI_API voidEndDisabled();
1028
1029
// Clipping
1030
// - 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 a newly appearing window.
1036
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.
1037
1038
// Keyboard/Gamepad Navigation
1039
IMGUI_API voidSetNavCursorVisible(bool visible);// alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
1040
1041
// Overlapping mode
1042
IMGUI_API voidSetNextItemAllowOverlap();// allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
1043
1044
// Item/Widgets Utilities and Query Functions
1045
// - Most of the functions are referring to the previous Item that has been submitted.
1046
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1047
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.
1048
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)
1049
IMGUI_API boolIsItemFocused();// is the last item focused for keyboard/gamepad navigation?
1050
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.
1051
IMGUI_API boolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
1052
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.
1053
IMGUI_API boolIsItemActivated();// was the last item just made active (item was previously inactive).
1054
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.
1055
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).
1056
IMGUI_API boolIsItemToggledOpen();// was the last item open state toggled? set by TreeNode().
1057
IMGUI_API boolIsAnyItemHovered();// is any item hovered?
1058
IMGUI_API boolIsAnyItemActive();// is any item active?
1059
IMGUI_API boolIsAnyItemFocused();// is any item focused?
1060
IMGUI_API ImGuiID GetItemID();// get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1061
IMGUI_API ImVec2 GetItemRectMin();// get upper-left bounding rectangle of the last item (screen space)
1062
IMGUI_API ImVec2 GetItemRectMax();// get lower-right bounding rectangle of the last item (screen space)
1063
IMGUI_API ImVec2 GetItemRectSize();// get size of last item
1064
IMGUI_API ImGuiItemFlags GetItemFlags();// get generic flags of last item
1065
1066
// Viewports
1067
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1068
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1069
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1070
IMGUI_API ImGuiViewport*GetMainViewport();// return primary/default viewport. This can never be NULL.
1071
1072
// Background/Foreground Draw Lists
1073
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.
1074
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.
1075
1076
// Miscellaneous Utilities
1077
IMGUI_API boolIsRectVisible(const ImVec2& size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1078
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.
1079
IMGUI_API doubleGetTime();// get global imgui time. incremented by io.DeltaTime every frame.
1080
IMGUI_API intGetFrameCount();// get global imgui frame count. incremented by 1 every frame.
1081
IMGUI_API ImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances.
1082
IMGUI_API constchar*GetStyleColorName(ImGuiCol idx);// get a string corresponding to the enum value (for display, saving, etc.).
1083
IMGUI_API voidSetStateStorage(ImGuiStorage* storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access
1096
// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check).
1097
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1098
// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values 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)
1099
IMGUI_API boolIsKeyDown(ImGuiKey key);// is key being held.
1100
IMGUI_API boolIsKeyPressed(ImGuiKey key,bool repeat =true);// was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate.
1101
IMGUI_API boolIsKeyReleased(ImGuiKey key);// was key released (went from Down to !Down)?
1102
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.
1103
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
1104
IMGUI_API constchar*GetKeyName(ImGuiKey key);// [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1105
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.
1106
1107
// Inputs Utilities: Shortcut Testing & Routing
1108
// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'.
1109
// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_!
1110
// - Flags: Use ImGuiInputFlags_Repeat to support repeat.
1111
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1112
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
// - One common use case would be to allow your items to disable standard inputs behaviors such
1132
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1133
// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
1134
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1135
// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
1136
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1137
IMGUI_API boolSetItemKeyOwner(ImGuiKey key);// Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'.
1138
1139
// Inputs Utilities: Mouse
1140
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1141
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1142
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1143
IMGUI_API boolIsMouseDown(ImGuiMouseButton button);// is mouse button held?
1144
IMGUI_API boolIsMouseClicked(ImGuiMouseButton button,bool repeat =false);// did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1145
IMGUI_API boolIsMouseReleased(ImGuiMouseButton button);// did mouse button released? (went from Down to !Down)
1146
IMGUI_API boolIsMouseDoubleClicked(ImGuiMouseButton button);// did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1147
IMGUI_API boolIsMouseReleasedWithDelay(ImGuiMouseButton button,float delay);// delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1148
IMGUI_API intGetMouseClickedCount(ImGuiMouseButton button);// return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1149
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.
1150
IMGUI_API boolIsMousePosValid(const ImVec2* mouse_pos =NULL);// by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1151
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.
1152
IMGUI_API ImVec2 GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1153
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)
1154
IMGUI_API boolIsMouseDragging(ImGuiMouseButton button,float lock_threshold =-1.0f);// is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1155
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
1158
IMGUI_API voidSetMouseCursor(ImGuiMouseCursor cursor_type);// set desired mouse cursor shape
1159
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 instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1160
1161
// Clipboard Utilities
1162
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1163
IMGUI_API constchar*GetClipboardText();
1164
IMGUI_API voidSetClipboardText(constchar* text);
1165
1166
// Settings/.Ini Utilities
1167
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1168
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1169
// - 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).
1170
IMGUI_API voidLoadIniSettingsFromDisk(constchar* ini_filename);// call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1171
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.
1172
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).
1173
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.
1174
1175
// Debug Utilities
1176
// - Your main debugging friend is the ShowMetricsWindow() function.
1177
// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu.
1178
// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools.
1179
IMGUI_API voidDebugTextEncoding(constchar* text);
1180
IMGUI_API voidDebugFlashStyleColor(ImGuiCol idx);
1181
IMGUI_API voidDebugStartItemPicker();
1182
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.
1183
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1184
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
1198
// Read comments around the ImGuiPlatformIO structure for more details.
1199
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
1200
IMGUI_API voidUpdatePlatformWindows();// call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
1201
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.
1202
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().
1203
IMGUI_API ImGuiViewport*FindViewportByID(ImGuiID viewport_id);// this is a helper for backends.
1204
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
1219
ImGuiWindowFlags_NoMove =1<<2,// Disable user moving the window
1220
ImGuiWindowFlags_NoScrollbar =1<<3,// Disable scrollbars (window can still scroll with mouse or programmatically)
1221
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.
1222
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).
1223
ImGuiWindowFlags_AlwaysAutoResize =1<<6,// Resize every window to its content every frame
1224
ImGuiWindowFlags_NoBackground =1<<7,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1225
ImGuiWindowFlags_NoSavedSettings =1<<8,// Never load/save settings in .ini file
1226
ImGuiWindowFlags_NoMouseInputs =1<<9,// Disable catching mouse, hovering test with pass through.
1227
ImGuiWindowFlags_MenuBar =1<<10,// Has a menu-bar
1228
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.
1229
ImGuiWindowFlags_NoFocusOnAppearing =1<<12,// Disable taking focus when transitioning from hidden to visible state
1230
ImGuiWindowFlags_NoBringToFrontOnFocus =1<<13,// Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1231
ImGuiWindowFlags_AlwaysVerticalScrollbar=1<<14,// Always show vertical scrollbar (even if ContentSize.y < Size.y)
1232
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1233
ImGuiWindowFlags_NoNavInputs =1<<16,// No keyboard/gamepad navigation within the window
1234
ImGuiWindowFlags_NoNavFocus =1<<17,// No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
1235
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.
1236
ImGuiWindowFlags_NoDocking =1<<19,// Disable docking of this window
ImGuiWindowFlags_DockNodeHost =1<<23,// Don't use! For internal use by Begin()/NewFrame()
1243
ImGuiWindowFlags_ChildWindow =1<<24,// Don't use! For internal use by BeginChild()
1244
ImGuiWindowFlags_Tooltip =1<<25,// Don't use! For internal use by BeginTooltip()
1245
ImGuiWindowFlags_Popup =1<<26,// Don't use! For internal use by BeginPopup()
1246
ImGuiWindowFlags_Modal =1<<27,// Don't use! For internal use by BeginPopupModal()
1247
ImGuiWindowFlags_ChildMenu =1<<28,// Don't use! For internal use by BeginMenu()
1248
1249
// Obsolete names
1250
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1251
//ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
1252
//ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
1253
#endif
1254
};
1255
1256
// Flags for ImGui::BeginChild()
1257
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
1258
// About using AutoResizeX/AutoResizeY flags:
1259
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1260
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1261
// - 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.
1262
// 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.
1263
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1264
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1265
enumImGuiChildFlags_
1266
{
1267
ImGuiChildFlags_None =0,
1268
ImGuiChildFlags_Borders =1<<0,// Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1269
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)
1270
ImGuiChildFlags_ResizeX =1<<2,// Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1271
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.
1275
ImGuiChildFlags_FrameStyle =1<<7,// Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1276
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.
1277
1278
// Obsolete names
1279
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1280
//ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1281
#endif
1282
};
1283
1284
// Flags for ImGui::PushItemFlag()
1285
// (Those are shared by all submitted items)
1286
enumImGuiItemFlags_
1287
{
1288
ImGuiItemFlags_None =0,// (Default)
1289
ImGuiItemFlags_NoTabStop =1<<0,// false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1290
ImGuiItemFlags_NoNav =1<<1,// false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1291
ImGuiItemFlags_NoNavDefaultFocus =1<<2,// false // Disable item being a candidate for default focus (e.g. used by title bar items).
1292
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.
1293
ImGuiItemFlags_AutoClosePopups =1<<4,// true // MenuItem()/Selectable() automatically close their parent popup window.
1294
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.
1295
ImGuiItemFlags_Disabled =1<<6,// false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
1296
};
1297
1298
// Flags for ImGui::InputText()
1299
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1300
enumImGuiInputTextFlags_
1301
{
1302
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_CharsUppercase =1<<3,// Turn a..z into A..Z
1308
ImGuiInputTextFlags_CharsNoBlank =1<<4,// Filter out spaces, tabs
1309
1310
// Inputs
1311
ImGuiInputTextFlags_AllowTabInput =1<<5,// Pressing TAB input a '\t' character into the text field
1312
ImGuiInputTextFlags_EnterReturnsTrue =1<<6,// Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1313
ImGuiInputTextFlags_EscapeClearsAll =1<<7,// Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1314
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). Note that Shift+Enter always enter a new line either way.
ImGuiInputTextFlags_AutoSelectAll =1<<12,// Select entire text when first taking mouse focus
1321
ImGuiInputTextFlags_ParseEmptyRefVal =1<<13,// InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1322
ImGuiInputTextFlags_DisplayEmptyRefVal =1<<14,// InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1323
ImGuiInputTextFlags_NoHorizontalScroll =1<<15,// Disable following the cursor horizontally
1324
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().
1325
1326
// Elide display / Alignment
1327
ImGuiInputTextFlags_ElideLeft =1<<17,// When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1328
1329
// Callback features
1330
ImGuiInputTextFlags_CallbackCompletion =1<<18,// Callback on pressing TAB (for completion handling)
1331
ImGuiInputTextFlags_CallbackHistory =1<<19,// Callback on pressing Up/Down arrows (for history handling)
1332
ImGuiInputTextFlags_CallbackAlways =1<<20,// Callback on each iteration. User code may query cursor position, modify text buffer.
1333
ImGuiInputTextFlags_CallbackCharFilter =1<<21,// Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1334
ImGuiInputTextFlags_CallbackResize =1<<22,// 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)
1335
ImGuiInputTextFlags_CallbackEdit =1<<23,// Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1336
1337
// Multi-line Word-Wrapping [BETA]
1338
// - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
1339
// - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
1340
// - Wrapping width needs to always account for the possibility of a vertical scrollbar.
1341
// - It is much slower than regular text fields.
1342
// Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
1343
// The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
1344
ImGuiInputTextFlags_WordWrap =1<<24,// InputTextMultiline(): word-wrap lines that are too long.
1345
1346
// Obsolete names
1347
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1348
};
1349
1350
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1351
enumImGuiTreeNodeFlags_
1352
{
1353
ImGuiTreeNodeFlags_None =0,
1354
ImGuiTreeNodeFlags_Selected =1<<0,// Draw as selected
1355
ImGuiTreeNodeFlags_Framed =1<<1,// Draw frame with background (e.g. for CollapsingHeader)
1356
ImGuiTreeNodeFlags_AllowOverlap =1<<2,// Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1357
ImGuiTreeNodeFlags_NoTreePushOnOpen =1<<3,// Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1358
ImGuiTreeNodeFlags_NoAutoOpenOnLog =1<<4,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1359
ImGuiTreeNodeFlags_DefaultOpen =1<<5,// Default node to be open
1360
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.
1361
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.
1362
ImGuiTreeNodeFlags_Leaf =1<<8,// No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags_NoTreePushOnOpen.
1363
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!
1364
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.
1365
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.
1366
ImGuiTreeNodeFlags_SpanFullWidth =1<<12,// Extend hit box to the left-most and right-most edges (cover the indent area).
1367
ImGuiTreeNodeFlags_SpanLabelWidth =1<<13,// Narrow hit box + narrow hovering highlight, will only cover the label text.
1368
ImGuiTreeNodeFlags_SpanAllColumns =1<<14,// Frame will span all columns of its container table (label will still fit in current column)
1369
ImGuiTreeNodeFlags_LabelSpanAllColumns =1<<15,// Label will span all columns of its container table
1370
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1371
ImGuiTreeNodeFlags_NavLeftJumpsToParent =1<<17,// Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1376
ImGuiTreeNodeFlags_DrawLinesNone =1<<18,// No lines drawn
1377
ImGuiTreeNodeFlags_DrawLinesFull =1<<19,// Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1378
ImGuiTreeNodeFlags_DrawLinesToNodes =1<<20,// Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1379
1380
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1381
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent,// Renamed in 1.92.0
1382
//ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1383
//ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1384
#endif
1385
};
1386
1387
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1388
// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157.
1389
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1390
enumImGuiPopupFlags_
1391
{
1392
ImGuiPopupFlags_None =0,
1393
ImGuiPopupFlags_MouseButtonLeft =1<<2,// For BeginPopupContext*(): open on Left Mouse release. Only one button allowed!
1394
ImGuiPopupFlags_MouseButtonRight =2<<2,// For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default)
1395
ImGuiPopupFlags_MouseButtonMiddle =3<<2,// For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed!
1396
ImGuiPopupFlags_NoReopen =1<<5,// For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1397
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1398
ImGuiPopupFlags_NoOpenOverExistingPopup =1<<7,// For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1399
ImGuiPopupFlags_NoOpenOverItems =1<<8,// For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1400
ImGuiPopupFlags_AnyPopupId =1<<10,// For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1401
ImGuiPopupFlags_AnyPopupLevel =1<<11,// For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_InvalidMask_ =0x03,// [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function.
1406
};
1407
1408
// Flags for ImGui::Selectable()
1409
enumImGuiSelectableFlags_
1410
{
1411
ImGuiSelectableFlags_None =0,
1412
ImGuiSelectableFlags_NoAutoClosePopups =1<<0,// Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1413
ImGuiSelectableFlags_SpanAllColumns =1<<1,// Frame will span all columns of its container table (text will still fit in current column)
1414
ImGuiSelectableFlags_AllowDoubleClick =1<<2,// Generate press events on double clicks too
1415
ImGuiSelectableFlags_Disabled =1<<3,// Cannot be selected, display grayed out text
1416
ImGuiSelectableFlags_AllowOverlap =1<<4,// Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1417
ImGuiSelectableFlags_Highlight =1<<5,// Make the item be displayed as if it is hovered
1418
ImGuiSelectableFlags_SelectOnNav =1<<6,// Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
1419
1420
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1421
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups,// Renamed in 1.91.0
1422
//ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1423
#endif
1424
};
1425
1426
// Flags for ImGui::BeginCombo()
1427
enumImGuiComboFlags_
1428
{
1429
ImGuiComboFlags_None =0,
1430
ImGuiComboFlags_PopupAlignLeft =1<<0,// Align the popup toward the left by default
1431
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()
1432
ImGuiComboFlags_HeightRegular =1<<2,// Max ~8 items visible (default)
1433
ImGuiComboFlags_HeightLarge =1<<3,// Max ~20 items visible
1434
ImGuiComboFlags_HeightLargest =1<<4,// As many fitting items as possible
1435
ImGuiComboFlags_NoArrowButton =1<<5,// Display on the preview box without the square arrow button
1436
ImGuiComboFlags_NoPreview =1<<6,// Display only a square arrow button
1437
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
1446
ImGuiTabBarFlags_AutoSelectNewTabs =1<<1,// Automatically select new tabs when they appear
1447
ImGuiTabBarFlags_TabListPopupButton =1<<2,// Disable buttons to open the tab list popup
1448
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.
1449
ImGuiTabBarFlags_NoTabListScrollingButtons =1<<4,// Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1450
ImGuiTabBarFlags_NoTooltip =1<<5,// Disable tooltips when hovering a tab
1451
ImGuiTabBarFlags_DrawSelectedOverline =1<<6,// Draw selected overline markers over selected tab
1452
1453
// Fitting/Resize policy
1454
ImGuiTabBarFlags_FittingPolicyMixed =1<<7,// Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll.
1455
ImGuiTabBarFlags_FittingPolicyShrink =1<<8,// Shrink down tabs when they don't fit
1456
ImGuiTabBarFlags_FittingPolicyScroll =1<<9,// Enable scrolling buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink,// Renamed in 1.92.2
1462
#endif
1463
};
1464
1465
// Flags for ImGui::BeginTabItem()
1466
enumImGuiTabItemFlags_
1467
{
1468
ImGuiTabItemFlags_None =0,
1469
ImGuiTabItemFlags_UnsavedDocument =1<<0,// Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1470
ImGuiTabItemFlags_SetSelected =1<<1,// Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1471
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.
1472
ImGuiTabItemFlags_NoPushId =1<<3,// Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1473
ImGuiTabItemFlags_NoTooltip =1<<4,// Disable tooltip for the given tab
1474
ImGuiTabItemFlags_NoReorder =1<<5,// Disable reordering this tab or having another tab cross over this tab
1475
ImGuiTabItemFlags_Leading =1<<6,// Enforce the tab position to the left of the tab bar (after the tab list popup button)
1476
ImGuiTabItemFlags_Trailing =1<<7,// Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1477
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.
1478
};
1479
1480
// Flags for ImGui::IsWindowFocused()
1481
enumImGuiFocusedFlags_
1482
{
1483
ImGuiFocusedFlags_None =0,
1484
ImGuiFocusedFlags_ChildWindows =1<<0,// Return true if any children of the window is focused
1485
ImGuiFocusedFlags_RootWindow =1<<1,// Test from root window (top most parent of the current hierarchy)
1486
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!
1487
ImGuiFocusedFlags_NoPopupHierarchy =1<<3,// Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1488
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()
1493
// 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!
1494
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1495
enumImGuiHoveredFlags_
1496
{
1497
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.
1498
ImGuiHoveredFlags_ChildWindows =1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
1499
ImGuiHoveredFlags_RootWindow =1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1500
ImGuiHoveredFlags_AnyWindow =1<<2,// IsWindowHovered() only: Return true if any window is hovered
1501
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)
1502
ImGuiHoveredFlags_DockHierarchy =1<<4,// IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1503
ImGuiHoveredFlags_AllowWhenBlockedByPopup =1<<5,// Return true even if a popup window is normally blocking access to this item/window
1504
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1505
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem =1<<7,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1506
ImGuiHoveredFlags_AllowWhenOverlappedByItem =1<<8,// IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1507
ImGuiHoveredFlags_AllowWhenOverlappedByWindow =1<<9,// IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1508
ImGuiHoveredFlags_AllowWhenDisabled =1<<10,// IsItemHovered() only: Return true even if the item is disabled
1509
ImGuiHoveredFlags_NoNavOverride =1<<11,// IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
// - typically used in IsItemHovered() + SetTooltip() sequence.
1516
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1517
// e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
1518
// - 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.
1519
// - 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.
1520
ImGuiHoveredFlags_ForTooltip =1<<12,// Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1521
1522
// (Advanced) Mouse Hovering delays.
1523
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1524
// - use those if you need specific overrides.
1525
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.
1526
ImGuiHoveredFlags_DelayNone =1<<14,// IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1527
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).
1528
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).
1529
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)
1530
};
1531
1532
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1533
// (Some flags can be applied to individual nodes directly)
1534
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1535
enumImGuiDockNodeFlags_
1536
{
1537
ImGuiDockNodeFlags_None =0,
1538
ImGuiDockNodeFlags_KeepAliveOnly =1<<0,// // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1539
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1540
ImGuiDockNodeFlags_NoDockingOverCentralNode =1<<2,// // Disable docking over the Central Node, which will be always kept empty.
1541
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.
1542
ImGuiDockNodeFlags_NoDockingSplit =1<<4,// // Disable other windows/nodes from splitting this node.
1543
ImGuiDockNodeFlags_NoResize =1<<5,// Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1544
ImGuiDockNodeFlags_AutoHideTabBar =1<<6,// // Tab bar will automatically hide when there is a single window in the dock node.
1545
ImGuiDockNodeFlags_NoUndocking =1<<7,// // Disable undocking this node.
1546
1547
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1548
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit,// Renamed in 1.90
1549
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode,// Renamed in 1.90
1550
#endif
1551
};
1552
1553
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1554
enumImGuiDragDropFlags_
1555
{
1556
ImGuiDragDropFlags_None =0,
1557
// BeginDragDropSource() flags
1558
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.
1559
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.
1560
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.
1561
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.
1562
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.
1563
ImGuiDragDropFlags_PayloadAutoExpire =1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1564
ImGuiDragDropFlags_PayloadNoCrossContext =1<<6,// Hint to specify that the payload may not be copied outside current dear imgui context.
1565
ImGuiDragDropFlags_PayloadNoCrossProcess =1<<7,// Hint to specify that the payload may not be copied outside current process.
1566
// AcceptDragDropPayload() flags
1567
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.
1568
ImGuiDragDropFlags_AcceptNoDrawDefaultRect =1<<11,// Do not draw the default highlight rectangle when hovering over target.
1569
ImGuiDragDropFlags_AcceptNoPreviewTooltip =1<<12,// Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1570
ImGuiDragDropFlags_AcceptDrawAsHovered =1<<13,// Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
1571
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect,// For peeking ahead and inspecting the payload before delivery.
1572
1573
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1574
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire,// Renamed in 1.90.9
1575
#endif
1576
};
1577
1578
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1579
#defineIMGUI_PAYLOAD_TYPE_COLOR_3F"_COL3F"// float[3]: Standard type for colors, without alpha. User code may use this type.
1580
#defineIMGUI_PAYLOAD_TYPE_COLOR_4F"_COL4F"// float[4]: Standard type for colors. User code may use this type.
1581
1582
// A primary data type
1583
enumImGuiDataType_
1584
{
1585
ImGuiDataType_S8,// signed char / char (with sensible compilers)
1586
ImGuiDataType_U8,// unsigned char
1587
ImGuiDataType_S16,// short
1588
ImGuiDataType_U16,// unsigned short
1589
ImGuiDataType_S32,// int
1590
ImGuiDataType_U32,// unsigned int
1591
ImGuiDataType_S64,// long long / __int64
1592
ImGuiDataType_U64,// unsigned long long / unsigned __int64
1593
ImGuiDataType_Float,// float
1594
ImGuiDataType_Double,// double
1595
ImGuiDataType_Bool,// bool (provided for user convenience, not supported by scalar widgets)
1596
ImGuiDataType_String,// char* (provided for user convenience, not supported by scalar widgets)
1597
ImGuiDataType_COUNT
1598
};
1599
1600
// A cardinal direction
1601
enumImGuiDir : int
1602
{
1603
ImGuiDir_None =-1,
1604
ImGuiDir_Left =0,
1605
ImGuiDir_Right =1,
1606
ImGuiDir_Up =2,
1607
ImGuiDir_Down =3,
1608
ImGuiDir_COUNT
1609
};
1610
1611
// A sorting direction
1612
enumImGuiSortDirection : ImU8
1613
{
1614
ImGuiSortDirection_None =0,
1615
ImGuiSortDirection_Ascending =1,// Ascending = 0->9, A->Z etc.
1616
ImGuiSortDirection_Descending =2// Descending = 9->0, Z->A etc.
1617
};
1618
1619
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1620
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1621
// Support for legacy keys was completely removed in 1.91.5.
1622
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1623
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter().
1624
// 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.
1625
enumImGuiKey : int
1626
{
1627
// Keyboard
1628
ImGuiKey_None =0,
1629
ImGuiKey_NamedKey_BEGIN =512,// First valid key value (other than 0)
1630
1631
ImGuiKey_Tab =512,// == ImGuiKey_NamedKey_BEGIN
1632
ImGuiKey_LeftArrow,
1633
ImGuiKey_RightArrow,
1634
ImGuiKey_UpArrow,
1635
ImGuiKey_DownArrow,
1636
ImGuiKey_PageUp,
1637
ImGuiKey_PageDown,
1638
ImGuiKey_Home,
1639
ImGuiKey_End,
1640
ImGuiKey_Insert,
1641
ImGuiKey_Delete,
1642
ImGuiKey_Backspace,
1643
ImGuiKey_Space,
1644
ImGuiKey_Enter,
1645
ImGuiKey_Escape,
1646
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,// Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
ImGuiKey_AppBack,// Available on some keyboard/mouses. Often referred as "Browser Back"
1683
ImGuiKey_AppForward,
1684
ImGuiKey_Oem102,// Non-US backslash.
1685
1686
// Gamepad
1687
// (analog values are 0.0f to 1.0f)
1688
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1689
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
1690
ImGuiKey_GamepadStart,// Menu | + | Options |
1691
ImGuiKey_GamepadBack,// View | - | Share |
1692
ImGuiKey_GamepadFaceLeft,// X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
1693
ImGuiKey_GamepadFaceRight,// B | A | Circle | Cancel / Close / Exit
1694
ImGuiKey_GamepadFaceUp,// Y | X | Triangle | Open Context Menu
1695
ImGuiKey_GamepadFaceDown,// A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
1696
ImGuiKey_GamepadDpadLeft,// D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1697
ImGuiKey_GamepadDpadRight,// D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1698
ImGuiKey_GamepadDpadUp,// D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1699
ImGuiKey_GamepadDpadDown,// D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1700
ImGuiKey_GamepadL1,// L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1701
ImGuiKey_GamepadR1,// R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1702
ImGuiKey_GamepadL2,// L Trigger | ZL | L2 | [Analog]
1703
ImGuiKey_GamepadR2,// R Trigger | ZR | R2 | [Analog]
1704
ImGuiKey_GamepadL3,// L Stick | L3 | L3 |
1705
ImGuiKey_GamepadR3,// R Stick | R3 | R3 |
1706
ImGuiKey_GamepadLStickLeft,// | | | [Analog] Move Window (in Windowing mode)
1707
ImGuiKey_GamepadLStickRight,// | | | [Analog] Move Window (in Windowing mode)
1708
ImGuiKey_GamepadLStickUp,// | | | [Analog] Move Window (in Windowing mode)
1709
ImGuiKey_GamepadLStickDown,// | | | [Analog] Move Window (in Windowing mode)
1710
ImGuiKey_GamepadRStickLeft,// | | | [Analog]
1711
ImGuiKey_GamepadRStickRight,// | | | [Analog]
1712
ImGuiKey_GamepadRStickUp,// | | | [Analog]
1713
ImGuiKey_GamepadRStickDown,// | | | [Analog]
1714
1715
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1716
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1748
#endif
1749
};
1750
1751
// Flags for Shortcut(), SetNextItemShortcut(),
1752
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1753
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1754
enumImGuiInputFlags_
1755
{
1756
ImGuiInputFlags_None =0,
1757
ImGuiInputFlags_Repeat =1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1758
1759
// Flags for Shortcut(), SetNextItemShortcut()
1760
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1761
// - Default policy is RouteFocused. Can select only 1 policy among all available.
1762
ImGuiInputFlags_RouteActive =1<<10,// Route to active item only.
1763
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.
1764
ImGuiInputFlags_RouteGlobal =1<<12,// Global route (unless a focused window or active item registered the route).
1765
ImGuiInputFlags_RouteAlways =1<<13,// Do not register route, poll keys directly.
1766
// - Routing options
1767
ImGuiInputFlags_RouteOverFocused =1<<14,// Option: global route: higher priority than focused route (unless active item in focused route).
1768
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.
1769
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.
1770
ImGuiInputFlags_RouteFromRootWindow =1<<17,// Option: route evaluated from the point of view of root window rather than current window.
1771
1772
// Flags for SetNextItemShortcut()
1773
ImGuiInputFlags_Tooltip =1<<18,// Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1774
};
1775
1776
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1777
// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly.
1778
enumImGuiConfigFlags_
1779
{
1780
ImGuiConfigFlags_None =0,
1781
ImGuiConfigFlags_NavEnableKeyboard =1<<0,// Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218).
1782
ImGuiConfigFlags_NavEnableGamepad =1<<1,// Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1783
ImGuiConfigFlags_NoMouse =1<<4,// Instruct dear imgui to disable mouse inputs and interactions.
1784
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.
1785
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.
1792
ImGuiConfigFlags_ViewportsEnable =1<<10,// Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1793
1794
// [Unused] 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)
1795
ImGuiConfigFlags_IsSRGB =1<<20,// Application is SRGB-aware.
1796
ImGuiConfigFlags_IsTouchScreen =1<<21,// Application is using a touch screen instead of a mouse.
1797
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1798
ImGuiConfigFlags_NavEnableSetMousePos =1<<2,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1799
ImGuiConfigFlags_NavNoCaptureKeyboard =1<<3,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1800
ImGuiConfigFlags_DpiEnableScaleFonts =1<<14,// [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
1801
ImGuiConfigFlags_DpiEnableScaleViewports=1<<15,// [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
1802
#endif
1803
};
1804
1805
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1806
enumImGuiBackendFlags_
1807
{
1808
ImGuiBackendFlags_None =0,
1809
ImGuiBackendFlags_HasGamepad =1<<0,// Backend Platform supports gamepad and currently has one connected.
1810
ImGuiBackendFlags_HasMouseCursors =1<<1,// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1811
ImGuiBackendFlags_HasSetMousePos =1<<2,// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1812
ImGuiBackendFlags_RendererHasVtxOffset =1<<3,// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1813
ImGuiBackendFlags_RendererHasTextures =1<<4,// Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
ImGuiBackendFlags_HasMouseHoveredViewport=1<<12,// 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.
1819
ImGuiBackendFlags_HasParentViewport =1<<13,// Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relationship at the Platform level. Child windows always appear in front of their parent window.
1820
};
1821
1822
// Enumeration for PushStyleColor() / PopStyleColor()
1823
enumImGuiCol_
1824
{
1825
ImGuiCol_Text,
1826
ImGuiCol_TextDisabled,
1827
ImGuiCol_WindowBg,// Background of normal windows
1828
ImGuiCol_ChildBg,// Background of child windows
1829
ImGuiCol_PopupBg,// Background of popups, menus, tooltips windows
1830
ImGuiCol_Border,
1831
ImGuiCol_BorderShadow,
1832
ImGuiCol_FrameBg,// Background of checkbox, radio button, plot, slider, text input
1833
ImGuiCol_FrameBgHovered,
1834
ImGuiCol_FrameBgActive,
1835
ImGuiCol_TitleBg,// Title bar
1836
ImGuiCol_TitleBgActive,// Title bar when focused
1837
ImGuiCol_TitleBgCollapsed,// Title bar when collapsed
1838
ImGuiCol_MenuBarBg,
1839
ImGuiCol_ScrollbarBg,
1840
ImGuiCol_ScrollbarGrab,
1841
ImGuiCol_ScrollbarGrabHovered,
1842
ImGuiCol_ScrollbarGrabActive,
1843
ImGuiCol_CheckMark,// Checkbox tick and RadioButton circle
1844
ImGuiCol_CheckboxSelectedBg,// Checkbox background when Selected, otherwise use FrameBg
1845
ImGuiCol_SliderGrab,
1846
ImGuiCol_SliderGrabActive,
1847
ImGuiCol_Button,
1848
ImGuiCol_ButtonHovered,
1849
ImGuiCol_ButtonActive,
1850
ImGuiCol_Header,// Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1851
ImGuiCol_HeaderHovered,
1852
ImGuiCol_HeaderActive,
1853
ImGuiCol_Separator,
1854
ImGuiCol_SeparatorHovered,
1855
ImGuiCol_SeparatorActive,
1856
ImGuiCol_ResizeGrip,// Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_TextSelectedBg,// Selected text inside an InputText
1880
ImGuiCol_TreeLines,// Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1881
ImGuiCol_DragDropTarget,// Rectangle border highlighting a drop target
1882
ImGuiCol_DragDropTargetBg,// Rectangle background highlighting a drop target
1883
ImGuiCol_UnsavedMarker,// Unsaved Document marker (in window title and tabs)
1884
ImGuiCol_NavCursor,// Color of keyboard/gamepad navigation cursor/rectangle, when visible
1885
ImGuiCol_NavWindowingHighlight,// Highlight window when using Ctrl+Tab
1886
ImGuiCol_NavWindowingDimBg,// Darken/colorize entire screen behind the Ctrl+Tab window list, when active
1887
ImGuiCol_ModalWindowDimBg,// Darken/colorize entire screen behind a modal window, when one is active
1888
ImGuiCol_COUNT,
1889
1890
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1891
ImGuiCol_TabActive = ImGuiCol_TabSelected,// [renamed in 1.90.9]
1892
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,// [renamed in 1.90.9]
1893
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,// [renamed in 1.90.9]
1894
ImGuiCol_NavHighlight = ImGuiCol_NavCursor,// [renamed in 1.91.4]
1895
#endif
1896
};
1897
1898
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1899
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1900
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1901
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1902
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
1903
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1904
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
1905
// - 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.
1906
enumImGuiStyleVar_
1907
{
1908
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiButtonFlags_EnableNav =1<<3,// InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1966
ImGuiButtonFlags_AllowOverlap =1<<12,// Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
ImGuiColorEditFlags_NoAlpha =1<<1,// // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1974
ImGuiColorEditFlags_NoPicker =1<<2,// // ColorEdit: disable picker when clicking on color square.
1975
ImGuiColorEditFlags_NoOptions =1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1976
ImGuiColorEditFlags_NoSmallPreview =1<<4,// // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1977
ImGuiColorEditFlags_NoInputs =1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1978
ImGuiColorEditFlags_NoTooltip =1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1979
ImGuiColorEditFlags_NoLabel =1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1980
ImGuiColorEditFlags_NoSidePreview =1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1981
ImGuiColorEditFlags_NoDragDrop =1<<9,// // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source.
1982
ImGuiColorEditFlags_NoBorder =1<<10,// // ColorButton: disable border (which is enforced by default)
1983
ImGuiColorEditFlags_NoColorMarkers =1<<11,// // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
1984
1985
// Alpha preview
1986
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1987
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1988
// - The new flags may be combined better and allow finer controls.
1989
ImGuiColorEditFlags_AlphaOpaque =1<<12,// // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
// User Options (right-click on widget to change some of them).
1994
ImGuiColorEditFlags_AlphaBar =1<<18,// // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1995
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).
1996
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.
2001
ImGuiColorEditFlags_PickerHueBar =1<<25,// [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
2002
ImGuiColorEditFlags_PickerHueWheel =1<<26,// [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
2003
ImGuiColorEditFlags_InputRGB =1<<27,// [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
2004
ImGuiColorEditFlags_InputHSV =1<<28,// [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
2005
2006
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
2007
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
ImGuiColorEditFlags_AlphaPreview =0,// Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
2025
// 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.
2026
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
2027
enumImGuiSliderFlags_
2028
{
2029
ImGuiSliderFlags_None =0,
2030
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.
2031
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).
2032
ImGuiSliderFlags_NoInput =1<<7,// Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
2033
ImGuiSliderFlags_WrapAround =1<<8,// Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
2034
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.
2035
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.
2036
ImGuiSliderFlags_NoSpeedTweaks =1<<11,// Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
2037
ImGuiSliderFlags_ColorMarkers =1<<12,// DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
ImGuiSliderFlags_InvalidMask_ =0x7000000F,// [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
2040
};
2041
2042
// Identify a mouse button.
2043
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
2044
enumImGuiMouseButton_
2045
{
2046
ImGuiMouseButton_Left =0,
2047
ImGuiMouseButton_Right =1,
2048
ImGuiMouseButton_Middle =2,
2049
ImGuiMouseButton_COUNT =5
2050
};
2051
2052
// Enumeration for GetMouseCursor()
2053
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
2054
enumImGuiMouseCursor_
2055
{
2056
ImGuiMouseCursor_None =-1,
2057
ImGuiMouseCursor_Arrow =0,
2058
ImGuiMouseCursor_TextInput,// When hovering over InputText, etc.
2059
ImGuiMouseCursor_ResizeAll,// (Unused by Dear ImGui functions)
2060
ImGuiMouseCursor_ResizeNS,// When hovering over a horizontal border
2061
ImGuiMouseCursor_ResizeEW,// When hovering over a vertical border or a column
2062
ImGuiMouseCursor_ResizeNESW,// When hovering over the bottom-left corner of a window
2063
ImGuiMouseCursor_ResizeNWSE,// When hovering over the bottom-right corner of a window
2064
ImGuiMouseCursor_Hand,// (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
2065
ImGuiMouseCursor_Wait,// When waiting for something to process/load.
2066
ImGuiMouseCursor_Progress,// When waiting for something to process/load, but application is still interactive.
2067
ImGuiMouseCursor_NotAllowed,// When hovering something with disallowed interaction. Usually a crossed circle.
2068
ImGuiMouseCursor_COUNT
2069
};
2070
2071
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
2072
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
2073
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
2074
// You can submit a change of pointer type using io.AddMouseSourceEvent().
2075
enumImGuiMouseSource : int
2076
{
2077
ImGuiMouseSource_Mouse =0,// Input is coming from an actual mouse.
2078
ImGuiMouseSource_TouchScreen,// Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
2079
ImGuiMouseSource_Pen,// Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
2080
ImGuiMouseSource_COUNT
2081
};
2082
2083
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
2084
// Represent a condition.
2085
// 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.
2086
enumImGuiCond_
2087
{
2088
ImGuiCond_None =0,// No condition (always set the variable), same as _Always
2089
ImGuiCond_Always =1<<0,// No condition (always set the variable), same as _None
2090
ImGuiCond_Once =1<<1,// Set the variable once per runtime session (only the first call will succeed)
2091
ImGuiCond_FirstUseEver =1<<2,// Set the variable if the object/window has no persistently saved data (no entry in .ini file)
2092
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.
2117
// - 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.
2118
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2119
// 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.
2120
// - 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, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers).
2127
ImGuiTableFlags_Hideable =1<<2,// Enable hiding/disabling columns in context menu.
2128
ImGuiTableFlags_Sortable =1<<3,// Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2129
ImGuiTableFlags_NoSavedSettings =1<<4,// Disable persisting columns order, width, visibility and sort settings in the .ini file.
2130
ImGuiTableFlags_ContextMenuInBody =1<<5,// Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow().
2131
// Decorations
2132
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)
2133
ImGuiTableFlags_BordersInnerH =1<<7,// Draw horizontal borders between rows.
2134
ImGuiTableFlags_BordersOuterH =1<<8,// Draw horizontal borders at the top and bottom.
2135
ImGuiTableFlags_BordersInnerV =1<<9,// Draw vertical borders between columns.
2136
ImGuiTableFlags_BordersOuterV =1<<10,// Draw vertical borders on the left and right sides.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,// Draw all borders.
2142
ImGuiTableFlags_NoBordersInBody =1<<11,// [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2143
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
2144
// Sizing Policy (read above for defaults)
2145
ImGuiTableFlags_SizingFixedFit =1<<13,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2146
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.
2147
ImGuiTableFlags_SizingStretchProp =3<<13,// Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2148
ImGuiTableFlags_SizingStretchSame =4<<13,// Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2149
// Sizing Extra Options
2150
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.
2151
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.
2152
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.
2153
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.
2154
// Clipping
2155
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().
2156
// Padding
2157
ImGuiTableFlags_PadOuterX =1<<21,// Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2158
ImGuiTableFlags_NoPadOuterX =1<<22,// Default if BordersOuterV is off. Disable outermost padding.
2159
ImGuiTableFlags_NoPadInnerX =1<<23,// Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2160
// Scrolling
2161
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.
2162
ImGuiTableFlags_ScrollY =1<<25,// Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2163
// Sorting
2164
ImGuiTableFlags_SortMulti =1<<26,// Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2165
ImGuiTableFlags_SortTristate =1<<27,// Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2166
// Miscellaneous
2167
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)
2179
ImGuiTableColumnFlags_DefaultHide =1<<1,// Default as a hidden/disabled column.
2180
ImGuiTableColumnFlags_DefaultSort =1<<2,// Default as a sorting column.
2181
ImGuiTableColumnFlags_WidthStretch =1<<3,// Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2182
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.
2185
ImGuiTableColumnFlags_NoHide =1<<7,// Disable ability to hide/disable this column.
2186
ImGuiTableColumnFlags_NoClip =1<<8,// Disable clipping for this column (all NoClip columns will render in a same draw command).
2187
ImGuiTableColumnFlags_NoSort =1<<9,// Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2188
ImGuiTableColumnFlags_NoSortAscending =1<<10,// Disable ability to sort in the ascending direction.
2189
ImGuiTableColumnFlags_NoSortDescending =1<<11,// Disable ability to sort in the descending direction.
2190
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.
2191
ImGuiTableColumnFlags_NoHeaderWidth =1<<13,// Disable header text width contribution to automatic column width.
2192
ImGuiTableColumnFlags_PreferSortAscending =1<<14,// Make the initial sort direction Ascending when first sorting on this column (default).
2193
ImGuiTableColumnFlags_PreferSortDescending =1<<15,// Make the initial sort direction Descending when first sorting on this column.
2194
ImGuiTableColumnFlags_IndentEnable =1<<16,// Use current Indent value when entering cell (default for column 0).
2195
ImGuiTableColumnFlags_IndentDisable =1<<17,// Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2196
ImGuiTableColumnFlags_AngledHeader =1<<18,// TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2197
2198
// Output status flags, read-only via TableGetColumnFlags()
2199
ImGuiTableColumnFlags_IsEnabled =1<<24,// Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2200
ImGuiTableColumnFlags_IsVisible =1<<25,// Status: is visible == is enabled AND not clipped by scrolling.
2201
ImGuiTableColumnFlags_IsSorted =1<<26,// Status: is currently part of the sort specs
2202
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)
2209
};
2210
2211
// Flags for ImGui::TableNextRow()
2212
enumImGuiTableRowFlags_
2213
{
2214
ImGuiTableRowFlags_None =0,
2215
ImGuiTableRowFlags_Headers =1<<0,// Identify header row (set default background color + width of its contents accounted differently for auto column width)
2216
};
2217
2218
// Enum for ImGui::TableSetBgColor()
2219
// Background colors are rendering in 3 layers:
2220
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2221
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2222
// - Layer 2: draw with CellBg color if set.
2223
// 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.
2224
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2225
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2226
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2227
enumImGuiTableBgTarget_
2228
{
2229
ImGuiTableBgTarget_None =0,
2230
ImGuiTableBgTarget_RowBg0 =1,// Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2231
ImGuiTableBgTarget_RowBg1 =2,// Set row background color 1 (generally used for selection marking)
2232
ImGuiTableBgTarget_CellBg =3,// Set cell background color (top-most color)
2233
};
2234
2235
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2236
// Obtained by calling TableGetSortSpecs().
2237
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2238
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2239
structImGuiTableSortSpecs
2240
{
2241
const ImGuiTableColumnSortSpecs* Specs;// Pointer to sort spec array.
2242
int SpecsCount;// Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2243
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)
2249
structImGuiTableColumnSortSpecs
2250
{
2251
ImGuiID ColumnUserID;// User data for the column (if specified by a TableSetupColumn() call in the 'ImGuiID user_data' field). FIXME: Should be called 'UserData'..
2252
ImS16 ColumnIndex;// Index of the column
2253
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)
2254
ImGuiSortDirection SortDirection;// ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2276
// 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.
2293
// - We use std-like naming convention here, which is a little unusual for this codebase.
2294
// - 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.
2295
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2296
// 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;}
2346
2347
// 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;}
2352
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;}
2353
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;}
2354
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;}
2355
inlineboolcontains(const T& v)const{const T* data = Data;const T* data_end = Data +Size;while(data < data_end)if(*data++== v)returntrue;returnfalse;}
2356
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;}
2357
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;}
2358
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;}
2359
inlineboolfind_erase(const T& v){const T* it =find(v);if(it < Data +Size){erase(it);returntrue;}returnfalse;}
2360
inlineboolfind_erase_unsorted(const T& v){const T* it =find(v);if(it < Data +Size){erase_unsorted(it);returntrue;}returnfalse;}
2361
inlineintindex_from_ptr(const T* it)const{IM_ASSERT(it >= Data && it < Data +Size);constptrdiff_t off = it - Data;return(int)off;}
float FontSizeBase;// Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2378
float FontScaleMain;// Main global scale factor. May be set by application once, or exposed to end-user.
2379
float FontScaleDpi;// Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2380
2381
float Alpha;// Global alpha applies to everything in Dear ImGui.
2382
float DisabledAlpha;// Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2383
ImVec2 WindowPadding;// Padding within a window.
2384
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.
2385
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).
2386
float WindowBorderHoverPadding;// Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2387
ImVec2 WindowMinSize;// Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2388
ImVec2 WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2389
ImGuiDir WindowMenuButtonPosition;// Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2390
float ChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2391
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).
2392
float PopupRounding;// Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2393
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).
2394
ImVec2 FramePadding;// Padding within a framed rectangle (used by most widgets).
2395
float FrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2396
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).
2397
ImVec2 ItemSpacing;// Horizontal and vertical spacing between widgets/lines.
2398
ImVec2 ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2399
ImVec2 CellPadding;// Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2400
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!
2401
float IndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2402
float ColumnsMinSpacing;// Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2403
float ScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar.
2404
float ScrollbarRounding;// Radius of grab corners for scrollbar.
2405
float ScrollbarPadding;// Padding of scrollbar grab within its frame (same for both axes).
2406
float GrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
2407
float GrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2408
float LogSliderDeadzone;// The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2409
float ImageRounding;// Rounding of Image() calls.
2410
float ImageBorderSize;// Thickness of border around Image() calls.
2411
float TabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2412
float TabBorderSize;// Thickness of border around tabs.
2413
float TabMinWidthBase;// Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2414
float TabMinWidthShrink;// Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2415
float TabCloseButtonMinWidthSelected;// -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
2416
float TabCloseButtonMinWidthUnselected;// -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2417
float TabBarBorderSize;// Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2418
float TabBarOverlineSize;// Thickness of tab-bar overline, which highlights the selected tab-bar.
2419
float TableAngledHeadersAngle;// Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2420
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2421
ImGuiTreeNodeFlags TreeLinesFlags;// Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2422
float TreeLinesSize;// Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2423
float TreeLinesRounding;// Radius of lines connecting child nodes to the vertical line.
2424
float MenuItemRounding;// Radius of MenuItem, BeginMenu rounding.
2425
float SelectableRounding;// Radius of Selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589)
2426
float DragDropTargetRounding;// Radius of the drag and drop target frame. When <0.0f: use FrameRounding.
2427
float DragDropTargetBorderSize;// Thickness of the drag and drop target border.
2428
float DragDropTargetPadding;// Size to expand the drag and drop target from actual target item size.
2429
float ColorMarkerSize;// Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
2430
ImGuiDir ColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2431
ImVec2 ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2432
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.
2433
float InputTextCursorSize;// Thickness of cursor/caret in InputText().
2434
float SeparatorSize;// Thickness of border in Separator(). Must be >= 1.0f.
2435
float SeparatorTextBorderSize;// Thickness of border in SeparatorText()
2436
ImVec2 SeparatorTextAlign;// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2437
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.
2438
ImVec2 DisplayWindowPadding;// Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2439
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).
2440
bool DockingNodeHasCloseButton;// Docking node has their own CloseButton() to close all docked windows.
2441
float DockingSeparatorSize;// Thickness of resizing border between docked windows
2442
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.
2443
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).
2444
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).
2445
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).
2446
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.
2447
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.
2448
2449
// Colors
2450
ImVec4 Colors[ImGuiCol_COUNT];
2451
2452
// Behaviors
2453
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2454
float HoverStationaryDelay;// Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2455
float HoverDelayShort;// Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2456
float HoverDelayNormal;// Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2457
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2458
ImGuiHoveredFlags HoverFlagsForTooltipNav;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2459
2460
// [Internal]
2461
float _MainScale;// FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW.
2462
float _NextFrameFontSizeBase;// FIXME: Temporary hack until we finish remaining work.
2463
2464
// Functions
2465
IMGUI_API ImGuiStyle();
2466
IMGUI_API voidScaleAllSizes(float scale_factor);// Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0.
2467
2468
// Obsolete names
2469
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2470
// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2487
// 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.
2488
structImGuiKeyData
2489
{
2490
bool Down;// True for if key is down
2491
float DownDuration;// Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2492
float DownDurationPrev;// Last frame duration the key has been down
2493
float AnalogValue;// 0.0f..1.0f for gamepad values
ImGuiConfigFlags ConfigFlags;// = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2503
ImGuiBackendFlags BackendFlags;// = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2504
ImVec2 DisplaySize;// <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2505
ImVec2 DisplayFramebufferScale;// = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2506
float DeltaTime;// = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2507
float IniSavingRate;// = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2508
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.
2509
constchar* LogFilename;// = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2510
void* UserData;// = NULL // Store your own data.
2511
2512
// Font system
2513
ImFontAtlas*Fonts;// <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2514
ImFont* FontDefault;// = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2515
bool FontAllowUserScaling;// = false // Allow user scaling text of individual window with Ctrl+Wheel.
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.
2520
bool ConfigNavCaptureKeyboard;// = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2521
bool ConfigNavEscapeClearFocusItem;// = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2522
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2523
bool ConfigNavCursorVisibleAuto;// = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2524
bool ConfigNavCursorVisibleAlways;// = false // Navigation cursor is always visible.
2525
2526
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
2527
bool ConfigDockingNoSplit;// = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2528
bool ConfigDockingNoDockingOver;// = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
2529
bool ConfigDockingWithShift;// = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2530
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.
2531
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.
2532
2533
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2534
// (sorry for the amount of "NoXXXX" flags, which may be harder to reason about! may rework someday)
2535
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.
2536
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.
2537
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).
2538
bool ConfigViewportsNoDefaultParent;// = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass.
2539
bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
2540
2541
// DPI/Scaling options
2542
// This may keep evolving during 1.92.x releases. Expect some turbulence.
2543
bool ConfigDpiScaleFonts;// = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
2544
bool ConfigDpiScaleViewports;// = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
2545
2546
// Miscellaneous options
2547
// (you can visualize and interact with all options in 'Demo->Configuration')
2548
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.
2549
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.
2550
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.
2551
bool ConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
2552
bool ConfigInputTextEnterKeepActive;// = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only).
2553
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.
2554
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)
2555
bool ConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2556
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.
2557
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.
2558
float ConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2559
2560
// Inputs Behaviors
2561
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2562
float MouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
2563
float MouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2564
float MouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
2565
float KeyRepeatDelay;// = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2566
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]
2573
// - Error recovery is provided as a way to facilitate:
2574
// - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running).
2575
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2576
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2577
// You not are not supposed to rely on it in the course of a normal application run.
2578
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2579
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2580
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2581
// Otherwise it would severely hinder your ability to catch and correct mistakes!
2582
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2583
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2584
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2585
// - 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.
2586
bool ConfigErrorRecovery;// = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2587
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.
2590
2591
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2592
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2593
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2594
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
2595
bool ConfigDebugIsDebuggerPresent;// = false // Enable various tools calling IM_DEBUG_BREAK().
2596
2597
// Tools to detect code submitting items with conflicting/duplicate IDs
2598
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2599
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2600
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2601
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2602
bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2603
2604
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2605
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2606
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
2607
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2608
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.
2609
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.
2610
2611
// Option to deactivate io.AddFocusEvent(false) handling.
2612
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2613
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2614
bool ConfigDebugIgnoreFocusLoss;// = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2615
2616
// Option to audit .ini data
2617
bool ConfigDebugIniSettings;// = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2625
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2626
constchar* BackendPlatformName;// = NULL
2627
constchar* BackendRendererName;// = NULL
2628
void* BackendPlatformUserData;// = NULL // User data for platform backend
2629
void* BackendRendererUserData;// = NULL // User data for renderer backend
2630
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)
2638
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.
2639
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)
2640
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)
2643
IMGUI_API voidAddMouseViewportEvent(ImGuiID id);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2644
IMGUI_API voidAddFocusEvent(bool focused);// Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2645
IMGUI_API voidAddInputCharacter(unsignedint c);// Queue a new character input
2646
IMGUI_API voidAddInputCharacterUTF16(ImWchar16 c);// Queue a new character input from a UTF-16 character, it can be a surrogate
2647
IMGUI_API voidAddInputCharactersUTF8(constchar* str);// Queue a new characters input from a UTF-8 string
2648
2649
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.
2650
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.
2651
IMGUI_API voidClearEventsQueue();// Clear all incoming events.
2652
IMGUI_API voidClearInputKeys();// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2653
IMGUI_API voidClearInputMouse();// Clear current mouse state.
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.).
2662
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.).
2663
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).
2664
bool WantSetMousePos;// MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2665
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!
2666
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.
2667
bool NavVisible;// Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2668
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.
2669
int MetricsRenderVertices;// Vertices output during last call to Render()
2670
int MetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
2671
int MetricsRenderWindows;// Number of visible windows
2672
int MetricsActiveWindows;// Number of active windows
2673
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).
2680
2681
// Main Input State
2682
// (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)
2683
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2684
ImVec2 MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2685
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.
2686
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.
2687
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.
2688
ImGuiMouseSource MouseSource;// Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2689
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
2696
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()
2697
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2698
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2699
ImVec2 MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2700
ImVec2 MouseClickedPos[5];// Position at time of clicking
2701
double MouseClickedTime[5];// Time of last click (used to figure out double-click)
2702
bool MouseClicked[5];// Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2703
bool MouseDoubleClicked[5];// Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2704
ImU16 MouseClickedCount[5];// == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2705
ImU16 MouseClickedLastCount[5];// Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2706
bool MouseReleased[5];// Mouse button went from Down to !Down
2707
double MouseReleasedTime[5];// Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2708
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.
2709
bool MouseDownOwnedUnlessPopupClose[5];// Track if button was clicked inside a dear imgui window.
2710
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.
2711
bool MouseCtrlLeftAsRightClick;// (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
2712
float MouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
2713
float MouseDownDurationPrev[5];// Previous time the mouse button has been down
2714
ImVec2 MouseDragMaxDistanceAbs[5];// Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2715
float MouseDragMaxDistanceSqr[5];// Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2716
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.
2717
bool AppFocusLost;// Only modify via AddFocusEvent()
2718
bool AppAcceptingEvents;// Only modify via SetAppAcceptingEvents()
2719
ImWchar16 InputQueueSurrogate;// For AddInputCharacterUTF16()
2720
ImVector<ImWchar> InputQueueCharacters;// Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2721
2722
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2723
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2724
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2725
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2726
// Read https://github.com/ocornut/imgui/issues/4921 for details.
2727
//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.
2728
//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.
2729
//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.
2730
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2731
2732
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2733
float FontGlobalScale;// Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025)
2734
2735
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2736
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
//void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2752
// The callback function should return 0 by default.
2753
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2754
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2755
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2756
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2757
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2758
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2759
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2760
structImGuiInputTextCallbackData
2761
{
2762
ImGuiContext* Ctx;// Parent UI context
2763
ImGuiInputTextFlags EventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
2764
ImGuiInputTextFlags Flags;// What user passed to InputText() // Read-only
2765
void* UserData;// What user passed to InputText() // Read-only
2766
ImGuiID ID;// Widget ID // Read-only
2767
2768
// Arguments for the different callback events
2769
// - During Resize callback, Buf will be same as your input buffer.
2770
// - 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.
2771
// - 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.
2772
// - 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.
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;
2775
bool EventActivated;// Input field just got activated // Read-only // [Always]
2776
bool BufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2777
char* Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2778
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()
2779
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
2780
int CursorPos;// // Read-write // [Completion,History,Always,CharFilter]
2781
int SelectionStart;// // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection
2782
int SelectionEnd;// // Read-write // [Completion,History,Always,CharFilter]
2783
2784
// Helper functions for text manipulation.
2785
// 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().
2796
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2797
structImGuiSizeCallbackData
2798
{
2799
void* UserData;// Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2800
ImVec2 Pos;// Read-only. Window position, for reference.
2801
ImVec2 CurrentSize;// Read-only. Current window size.
2802
ImVec2 DesiredSize;// Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2803
};
2804
2805
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2806
// Important: the content of this class is still highly WIP and likely to change and be refactored
2807
// before we stabilize Docking features. Please be mindful if using this.
2808
// Provide hints:
2809
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2810
// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent)
2811
// - To the docking system for various options and filtering.
2812
structImGuiWindowClass
2813
{
2814
ImGuiID ClassId;// User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2815
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.
2816
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.
2817
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.
2818
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.
2819
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.
2820
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!)
2821
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)
2822
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?
2823
void* PlatformIconData;// [EXPERIMENTAL] Pass opaque data for Platform backend to handle.
#defineIM_UNICODE_CODEPOINT_INVALID0xFFFD// Invalid Unicode code point (standard value).
2856
#ifdef IMGUI_USE_WCHAR32
2857
#defineIM_UNICODE_CODEPOINT_MAX0x10FFFF// Maximum Unicode code point supported by this build.
2858
#else
2859
#defineIM_UNICODE_CODEPOINT_MAX0xFFFF// Maximum Unicode code point supported by this build.
2860
#endif
2861
2862
// 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.
2863
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
constchar*end()const{return Buf.Data?&Buf.back(): EmptyString;}// Buf is zero-terminated, so end() will point on the zero-terminator
2908
intsize()const{return Buf.Size? Buf.Size-1:0;}
2909
boolempty()const{return Buf.Size<=1;}
2910
voidclear(){ Buf.clear();}
2911
voidresize(int size){if(Buf.Size> size) Buf.Data[size]=0; Buf.resize(size ? size +1:0,0);}// Similar to resize(0) on ImVector: empty string but don't free buffer.
// Typically you don't have to worry about this since a storage is held within each Window.
2931
// We use it to e.g. store collapse state for a tree (Int 0/1)
2932
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2933
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2934
// - 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).
2935
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2936
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2937
structImGuiStorage
2938
{
2939
// [Internal]
2940
ImVector<ImGuiStoragePair> Data;
2941
2942
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2943
// - Set***() functions find pair, insertion on demand if missing.
2944
// - 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
2953
IMGUI_API voidSetVoidPtr(ImGuiID key,void* val);
2954
2955
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2956
// - 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.
2957
// - 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.
2965
IMGUI_API voidBuildSortByKey();
2966
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2967
IMGUI_API voidSetAllInt(int val);
2968
2969
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2970
//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2971
#endif
2972
};
2973
2974
// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2983
// clipping based on visibility to only submit items that are in view.
2984
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2985
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2986
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2987
// scale using lists with tens of thousands of items without a problem)
2988
// Usage:
2989
// ImGuiListClipper clipper;
2990
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2991
// while (clipper.Step())
2992
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2993
// ImGui::Text("line number %d", i);
2994
// Generally what happens is:
2995
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2996
// - User code submit that one element.
2997
// - Clipper can measure the height of the first element
2998
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2999
// - User code submit visible elements.
3000
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
3001
structImGuiListClipper
3002
{
3003
int DisplayStart;// First item to display, updated by each call to Step()
3004
int DisplayEnd;// End of items to display (exclusive)
3005
int UserIndex;// Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it.
3006
int ItemsCount;// [Internal] Number of items
3007
float ItemsHeight;// [Internal] Height of item after a first step and item submission can calculate it
3008
ImGuiListClipperFlags Flags;// [Internal] Flags, currently not yet well exposed.
3009
double StartPosY;// [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
3010
double StartSeekOffsetY;// [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
3011
ImGuiContext* Ctx;// [Internal] Parent UI context
3012
void* TempData;// [Internal] Internal data
3013
3014
// 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)
3015
// 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.
3020
IMGUI_API boolStep();// Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
3021
3022
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
3023
// (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.
3041
// - 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)
3042
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
// Helpers macros to generate 32-bit encoded colors
3086
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
3087
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
#defineIM_COL32_WHITEIM_COL32(255,255,255,255)// Opaque white = 0xFFFFFFFF
3105
#defineIM_COL32_BLACKIM_COL32(0,0,0,255)// Opaque black
3106
#defineIM_COL32_BLACK_TRANSIM_COL32(0,0,0,0)// Transparent black = 0x00000000
3107
3108
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
3109
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
3110
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
3111
// **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.
3112
structImColor
3113
{
3114
ImVec4 Value;
3115
3116
constexpr ImColor(){}
3117
constexpr ImColor(float r,float g,float b,float a =1.0f):Value(r, g, b, a){}
3118
constexpr ImColor(const ImVec4& col):Value(col){}
3119
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.
3136
// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
3137
// with support for clipper (skipping non-visible items), box-select and many other details.
3138
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
3139
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
3140
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
3141
// - In the spirit of Dear ImGui design, your code owns actual selection data.
3142
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
3143
// About ImGuiSelectionBasicStorage:
3144
// - This is an optional helper to store a selection state and apply selection requests.
3145
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
3146
// Usage:
3147
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
3148
// - Store and maintain actual selection data using persistent object identifiers.
3149
// - Usage flow:
3150
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3151
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
3152
// - (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.
3153
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
3154
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3155
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
3156
// 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.
3157
// About ImGuiSelectionUserData:
3158
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
3159
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
3160
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
3161
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
3162
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
3163
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
3164
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3165
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3166
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3167
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3168
3169
// Flags for BeginMultiSelect()
3170
enumImGuiMultiSelectFlags_
3171
{
3172
ImGuiMultiSelectFlags_None =0,
3173
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!
3174
ImGuiMultiSelectFlags_NoSelectAll =1<<1,// Disable Ctrl+A shortcut to select all.
3175
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.
3176
ImGuiMultiSelectFlags_NoAutoSelect =1<<3,// Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3177
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).
3178
ImGuiMultiSelectFlags_NoAutoClearOnReselect =1<<5,// Disable clearing selection when clicking/selecting an already selected item.
3179
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.
3180
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.
3181
ImGuiMultiSelectFlags_BoxSelectNoScroll =1<<8,// Disable scrolling when box-selecting and moving mouse near edges of scope.
3182
ImGuiMultiSelectFlags_ClearOnEscape =1<<9,// Clear selection when pressing Escape while scope is focused.
3183
ImGuiMultiSelectFlags_ClearOnClickVoid =1<<10,// Clear selection when clicking on empty location within scope.
3184
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.
3185
ImGuiMultiSelectFlags_ScopeRect =1<<12,// Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3186
ImGuiMultiSelectFlags_SelectOnAuto =1<<13,// Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)
3187
ImGuiMultiSelectFlags_SelectOnClickAlways =1<<14,// Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)
3188
ImGuiMultiSelectFlags_SelectOnClickRelease =1<<15,// Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3189
//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.
3190
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.
3191
ImGuiMultiSelectFlags_NoSelectOnRightClick =1<<17,// Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
ImVector<ImGuiSelectionRequest> Requests;// ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
3210
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.
3211
ImGuiSelectionUserData NavIdItem;// ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3212
bool NavIdSelected;// ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
3213
bool RangeSrcReset;// app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3214
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.
3215
};
3216
3217
// Selection request type
3218
enumImGuiSelectionRequestType
3219
{
3220
ImGuiSelectionRequestType_None =0,
3221
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)
3222
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.
3232
ImGuiSelectionUserData RangeFirstItem;// / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3233
ImGuiSelectionUserData RangeLastItem;// / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3234
};
3235
3236
// Optional helper to store multi-selection state + apply multi-selection requests.
3237
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3238
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3239
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3240
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3241
// To store a multi-selection, in your application you could:
3242
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3243
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3244
// In ImGuiSelectionBasicStorage we:
3245
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3246
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3247
// - use decently optimized logic to allow queries and insertion of very large selection sets.
3248
// - do not preserve selection order.
3249
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3250
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3251
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3252
structImGuiSelectionBasicStorage
3253
{
3254
// Members
3255
intSize;// // Number of selected items, maintained by this helper.
3256
bool PreserveOrder;// = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3257
void* UserData;// = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3258
ImGuiID(*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage*self,int idx);// e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3259
int _SelectionOrder;// [Internal] Increasing counter to store selection order
3260
ImGuiStorage _Storage;// [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3261
3262
// Methods
3263
IMGUI_API ImGuiSelectionBasicStorage();
3264
IMGUI_API voidApplyRequests(ImGuiMultiSelectIO* ms_io);// Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3265
IMGUI_API boolContains(ImGuiID id)const;// Query if an item id is in selection.
3266
IMGUI_API voidClear();// Clear selection
3267
IMGUI_API voidSwap(ImGuiSelectionBasicStorage& r);// Swap two selections
3268
IMGUI_API voidSetItemSelected(ImGuiID id,bool selected);// Add/remove an item from selection (generally done by ApplyRequests() function)
3269
IMGUI_API boolGetNextSelectedItem(void** opaque_it, ImGuiID* out_id);// Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3270
inline ImGuiID GetStorageIdFromIndex(int idx){returnAdapterIndexToStorageId(this, idx);}// Convert index to item id based on provided adapter.
3271
};
3272
3273
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3274
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3275
structImGuiSelectionExternalStorage
3276
{
3277
// Members
3278
void* UserData;// User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3279
void(*AdapterSetItemSelected)(ImGuiSelectionExternalStorage*self,int idx,bool selected);// e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3280
3281
// Methods
3282
IMGUI_API ImGuiSelectionExternalStorage();
3283
IMGUI_API voidApplyRequests(ImGuiMultiSelectIO* ms_io);// Apply selection requests by using AdapterSetItemSelected() calls
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3298
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3299
#ifndef ImDrawIdx
3300
typedefunsignedshortImDrawIdx;// Default: 16-bit (for maximum compatibility with renderer backends)
3301
#endif
3302
3303
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3304
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3305
// you can poke into the draw list for that! Draw callback may be useful for example to:
3306
// A) Change your GPU render state,
3307
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3308
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3309
// 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.
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3315
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3316
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3317
// Backends made for <1.71. will typically ignore the VtxOffset fields.
3318
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3319
structImDrawCmd
3320
{
3321
ImVec4 ClipRect;// 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3322
ImTextureRef TexRef;// 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3323
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.
3324
unsignedint IdxOffset;// 4 // Start offset in index buffer.
3325
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[].
3326
ImDrawCallback UserCallback;// 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3327
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.
3328
int UserCallbackDataSize;// 4 // Size of callback user data when using storage, otherwise 0.
3329
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3330
3331
ImDrawCmd(){memset((void*)this,0,sizeof(*this));}// Also ensure our padding fields are zeroed
3332
3333
// 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)
3334
// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3348
// 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.
3349
// 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.
3350
// 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.
3351
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3352
#endif
3353
3354
// [Internal] For use by ImDrawList
3355
structImDrawCmdHeader
3356
{
3357
ImVec4 ClipRect;
3358
ImTextureRef TexRef;
3359
unsignedint VtxOffset;
3360
};
3361
3362
// [Internal] For use by ImDrawListSplitter
3363
structImDrawChannel
3364
{
3365
ImVector<ImDrawCmd> _CmdBuffer;
3366
ImVector<ImDrawIdx> _IdxBuffer;
3367
};
3368
3369
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3370
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3371
structImDrawListSplitter
3372
{
3373
int _Current;// Current channel number (0)
3374
int _Count;// Number of active channels (1+)
3375
ImVector<ImDrawChannel> _Channels;// Draw channels (not resized down so _Count might be < Channels.Size)
ImDrawFlags_Closed =1<<9,// PathStroke(), AddPolyline(): specify that shape should be closed.
3408
//ImDrawFlags_Closed = 1 << 0, // Prior to 1.92.8 (May 2026), ImDrawFlags_Closed was guaranteed to be == 1<<0 == 1 for legacy compatibility reason. Hardcoded use of 1 or true should be replaced.
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3414
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3415
enumImDrawListFlags_
3416
{
3417
ImDrawListFlags_None =0,
3418
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)
3419
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.
3422
ImDrawListFlags_TextNoPixelSnap =1<<4,// Disable automatically snapping AddText() calls to pixel boundaries.
3423
};
3424
3425
// Draw command list
3426
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3427
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3428
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3429
// access the current window draw list and draw custom primitives.
3430
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3431
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3432
// 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!)
3433
// 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.
3434
structImDrawList
3435
{
3436
// This is what you have to render
3437
ImVector<ImDrawCmd> CmdBuffer;// Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3438
ImVector<ImDrawIdx> IdxBuffer;// Index buffer. Each command consume ImDrawCmd::ElemCount of those
3439
ImVector<ImDrawVert> VtxBuffer;// Vertex buffer.
3440
ImDrawListFlags Flags;// Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3441
3442
// [Internal, used while building lists]
3443
unsignedint _VtxCurrentIdx;// [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3444
ImDrawListSharedData* _Data;// Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3445
ImDrawVert* _VtxWritePtr;// [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3446
ImDrawIdx* _IdxWritePtr;// [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3447
ImVector<ImVec2> _Path;// [Internal] current path building
3448
ImDrawCmdHeader _CmdHeader;// [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3449
ImDrawListSplitter _Splitter;// [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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.
3471
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3472
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3473
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3474
// In future versions we will use textures to provide cheaper and higher-quality circles.
3475
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3499
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
// - Read FAQ to understand what ImTextureID/ImTextureRef are.
3506
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3507
// - "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()
3513
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3514
// 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).
3530
// - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3531
// - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
3532
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3533
// - 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.
3534
// - 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).
3535
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3536
// - 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.
3537
// - 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
3542
IMGUI_API ImDrawList*CloneOutput()const;// Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
3543
3544
// Advanced: Channels
3545
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3546
// - 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)
3547
// - This API shouldn't have been in ImDrawList in the first place!
3548
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3549
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inlinevoidPrimVtx(const ImVec2& pos,const ImVec2& uv, ImU32 col){PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);PrimWriteVtx(pos, uv, col);}// Write vertex with unique index
3565
3566
// Obsolete names
3567
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3568
inlinevoidAddRect(const ImVec2& p_min,const ImVec2& p_max, ImU32 col,float rounding, ImDrawFlags flags,float thickness){AddRect(p_min, p_max, col, rounding, thickness, flags);}// OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3569
inlinevoidAddPolyline(const ImVec2* points,int num_points, ImU32 col, ImDrawFlags flags,float thickness){AddPolyline(points, num_points, col, thickness, flags);}// OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3570
inlinevoidPathStroke(ImU32 col, ImDrawFlags flags,float thickness){PathStroke(col, thickness, flags);}// OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3571
inlinevoidPushTextureID(ImTextureRef tex_ref){PushTexture(tex_ref);}// RENAMED in 1.92.0
3572
inlinevoidPopTextureID(){PopTexture();}// RENAMED in 1.92.0
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3601
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3602
structImDrawData
3603
{
3604
bool Valid;// Only valid after Render() is called and before the next NewFrame() is called.
3605
int CmdListsCount;// == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
3606
int TotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
3607
int TotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
3608
ImVector<ImDrawList*> CmdLists;// Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3609
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)
3610
ImVec2 DisplaySize;// Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3611
ImVec2 FramebufferScale;// Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3612
ImGuiViewport* OwnerViewport;// Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3613
ImVector<ImTextureData*>* Textures;// List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
3614
3615
// Functions
3616
ImDrawData(){Clear();}
3617
IMGUI_API voidClear();
3618
IMGUI_API voidAddDrawList(ImDrawList* draw_list);// Helper to add an external draw list into an existing ImDrawData.
3619
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!
3620
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.
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3634
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3635
enumImTextureFormat
3636
{
3637
ImTextureFormat_RGBA32,// 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3638
ImTextureFormat_Alpha8,// 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3639
};
3640
3641
// Status of a texture to communicate with Renderer Backend.
3642
enumImTextureStatus
3643
{
3644
ImTextureStatus_OK,
3645
ImTextureStatus_Destroyed,// Backend destroyed the texture.
3646
ImTextureStatus_WantCreate,// Requesting backend to create the texture. Set status OK when done.
3647
ImTextureStatus_WantUpdates,// Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3648
ImTextureStatus_WantDestroy,// Requesting backend to destroy the texture. Set status to Destroyed when done.
3649
};
3650
3651
// Coordinates of a rectangle within a texture.
3652
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3653
// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3654
structImTextureRect
3655
{
3656
unsignedshort x, y;// Upper-left coordinates of rectangle to update, within the parent Pixels[] array.
3657
unsignedshort w, h;// Size of rectangle to update (in pixels)
3658
};
3659
3660
// Specs and pixel storage for a texture used by Dear ImGui.
3661
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3662
// Renderer Backends will create a GPU-side version of this.
3663
// Why does we store two identifiers: TexID and BackendUserData?
3664
// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3665
// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3666
// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
int UniqueID;// w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3671
ImTextureStatus Status;// rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3672
void* BackendUserData;// - rw // Convenience storage for backend. Some backends may have enough with TexID.
3673
ImTextureID TexID;// r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3674
ImTextureFormat Format;// w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3675
int Width;// w r // Texture width
3676
int Height;// w r // Texture height
3677
int BytesPerPixel;// w r // 4 or 1
3678
unsignedchar* Pixels;// w r // Pointer to whole texture buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3679
ImTextureRect UsedRect;// w r // Bounding box encompassing all past and queued Updates[].
3680
ImTextureRect UpdateRect;// w r // Bounding box encompassing all queued Updates[].
3681
ImVector<ImTextureRect> Updates;// w r // Array of individual updates.
3682
int UnusedFrames;// w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3683
unsignedshort RefCount;// w r // Number of contexts using this texture. Used during backend shutdown.
3684
bool UseColors;// w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3685
bool WantDestroyNextFrame;// rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3686
3687
// Functions
3688
// - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear()/ClearFonts()?
3689
ImTextureData(){memset((void*)this,0,sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid;}
// - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
3702
// - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
// A font input/source (we may rename this to ImFontSource in the future)
3712
structImFontConfig
3713
{
3714
// Data Source
3715
char Name[40];// <auto> // Name (strictly to ease debugging, hence limited size buffer)
3716
void* FontData;// // TTF/OTF data
3717
int FontDataSize;// // TTF/OTF data size
3718
bool FontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
3719
3720
// Options
3721
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.
3722
bool PixelSnapH;// false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1.
3723
ImS8 OversampleH;// 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. 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.
3724
ImS8 OversampleV;// 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3725
ImWchar EllipsisChar;// 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3726
float SizePixels;// // Output size in pixels for rasterizer (more or less maps to the resulting font height).
3727
const ImWchar* GlyphRanges;// NULL // *LEGACY* 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).
3728
const ImWchar* GlyphExcludeRanges;// NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3729
//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3730
ImVec2 GlyphOffset;// 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3731
float GlyphMinAdvanceX;// 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3732
float GlyphMaxAdvanceX;// FLT_MAX // Maximum AdvanceX for glyphs
3733
float GlyphExtraAdvanceX;// 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3734
ImU32 FontNo;// 0 // Index of font within TTF/OTF file
3735
unsignedint FontLoaderFlags;// 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3736
//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags.
3737
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.
3738
float RasterizerDensity;// 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3739
float ExtraSizeScale;// 1.0f // Extra rasterizer scale over SizePixels.
3740
3741
// [Internal]
3742
ImFontFlags Flags;// Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3743
ImFont* DstFont;// Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3744
const ImFontLoader* FontLoader;// Custom font backend for this source (default source is the one stored in ImFontAtlas)
3745
void* FontLoaderData;// Font loader opaque storage (per font config)
3746
3747
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3748
bool PixelSnapV;// true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
3749
#endif
3750
IMGUI_API ImFontConfig();
3751
};
3752
3753
// Hold rendering data for one glyph.
3754
// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3755
structImFontGlyph
3756
{
3757
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)
3758
unsignedint Visible :1;// Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3759
unsignedint SourceIdx :4;// Index of source in parent font
3760
unsignedint Codepoint :26;// 0x0000..0x10FFFF
3761
float AdvanceX;// Horizontal distance to advance cursor/layout position.
3762
float X0, Y0, X1, Y1;// Glyph corners. Offsets from current cursor/layout position.
3763
float U0, V0, U1, V1;// Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3764
int PackId;// [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
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
3778
inlinevoidSetBit(size_t n){int off =(int)(n >>5); ImU32 mask =1u<<(n &31); UsedChars[off]|= mask;}// Set bit n in the array
3779
inlinevoidAddChar(ImWchar c){SetBit(c);}// Add character
3780
IMGUI_API voidAddText(constchar* text,constchar* text_end =NULL);// Add string (each character of the UTF-8 string are added)
3781
IMGUI_API voidAddRanges(const ImWchar* ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3782
IMGUI_API voidBuildRanges(ImVector<ImWchar>* out_ranges);// Output new ranges
3783
};
3784
3785
// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3786
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3787
typedefintImFontAtlasRectId;
3788
#defineImFontAtlasRectId_Invalid-1
3789
3790
// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3791
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3792
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3793
structImFontAtlasRect
3794
{
3795
unsignedshort x, y;// Position (in current texture)
3796
unsignedshort w, h;// Size
3797
ImVec2 uv0, uv1;// UV coordinates (in current texture)
ImFontAtlasFlags_NoPowerOfTwoHeight =1<<0,// Don't round the height to next power of two
3807
ImFontAtlasFlags_NoMouseCursors =1<<1,// Don't build software mouse cursors into the atlas (save a little texture memory)
3808
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).
3809
};
3810
3811
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3812
// - One or more fonts.
3813
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3814
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3815
// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3816
// It is the rendering backend responsibility to upload texture into your graphics API:
3817
// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3818
// - Backend then set ImTextureData's TexID and BackendUserData.
3819
// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3820
// Legacy path:
3821
// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3822
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3823
// Common pitfalls:
3824
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the
3825
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3826
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3827
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3828
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3829
// - 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 =0.0f,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.
3840
IMGUI_API ImFont*AddFontFromMemoryCompressedTTF(constvoid* compressed_font_data,int compressed_font_data_size,float size_pixels =0.0f,const ImFontConfig* font_cfg =NULL,const ImWchar* glyph_ranges =NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3841
IMGUI_API ImFont*AddFontFromMemoryCompressedBase85TTF(constchar* compressed_font_data_base85,float size_pixels =0.0f,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.
3842
IMGUI_API voidRemoveFont(ImFont* font);// Remove a font
3843
IMGUI_API voidCompactCache();// Compact cached glyphs and texture.
3844
IMGUI_API voidSetFontLoader(const ImFontLoader* font_loader);// Change font loader at runtime.
3845
3846
// Clearing the atlas/fonts has little use nowadays, unless you want to batch remove all fonts.
3847
// - Since 1.92, you can call ClearFonts() mid-frame, if you load new fonts afterwards.
3848
// - As we are transitioning toward our new font system the semantic for those functions gets increasingly misleading and are often a source of issues.
3849
// TL;DR; most likely, don't use any of those functions. We expect to obsolete/rework them.
IMGUI_API voidClearFonts();// Clear input+output font data/glyphs. New fonts and textures will be recreated afterwards.
3852
IMGUI_API voidClearInputData();// [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3853
IMGUI_API voidClearTexData();// [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3854
3855
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3856
// Legacy path for build atlas + retrieving pixel data.
3857
// - 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().
3858
// - The pitch is always = Width * BytesPerPixels (1 or 4)
3859
// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3860
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
3861
// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3862
// - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3863
// - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3864
IMGUI_API boolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** functions.
voidSetTexID(ImTextureID id){IM_ASSERT(TexRef._TexID== ImTextureID_Invalid); TexRef._TexData->TexID =id;}// Called by legacy backends. May be called before texture creation.
3868
voidSetTexID(ImTextureRef id){IM_ASSERT(TexRef._TexID== ImTextureID_Invalid &&id._TexData==NULL); TexRef._TexData->TexID =id._TexID;}// Called by legacy backends.
3869
boolIsBuilt()const{return Fonts.Size>0&& TexIsBuilt;}// Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3870
#endif
3871
3872
//-------------------------------------------
3873
// Glyph Ranges
3874
//-------------------------------------------
3875
3876
// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3877
IMGUI_API const ImWchar*GetGlyphRangesDefault();// Basic Latin, Extended Latin
3878
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3879
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3880
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
3881
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3882
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3883
IMGUI_API const ImWchar*GetGlyphRangesGreek();// Default + Greek and Coptic
3884
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
3887
IMGUI_API const ImWchar*GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3888
IMGUI_API const ImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3899
// - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
3900
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3901
// - VERY IMPORTANT:
3902
// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3903
// - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3904
// - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3905
// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3906
// - Read docs/FONTS.md for more details about using colorful icons.
3907
// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3908
// - (Pre-1.92 names) ------------> (1.92 names)
3909
// - GetCustomRectByIndex() --> Use GetCustomRect()
3910
// - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3911
// - AddCustomRectRegular() --> Renamed to AddCustomRect()
3912
// - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3913
// - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3914
IMGUI_API ImFontAtlasRectId AddCustomRect(int width,int height, ImFontAtlasRect* out_r =NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3915
IMGUI_API voidRemoveCustomRect(ImFontAtlasRectId id);// Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3916
IMGUI_API boolGetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r)const;// Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3917
3918
//-------------------------------------------
3919
// Members
3920
//-------------------------------------------
3921
3922
// Input
3923
ImFontAtlasFlags Flags;// Build flags (see ImFontAtlasFlags_)
3924
ImTextureFormat TexDesiredFormat;// Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3925
int TexGlyphPadding;// FIXME: Should be called "TexPackPadding". 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).
3926
int TexMinWidth;// Minimum desired texture width. Must be a power of two. Default to 512.
3927
int TexMinHeight;// Minimum desired texture height. Must be a power of two. Default to 128.
3928
int TexMaxWidth;// Maximum desired texture width. Must be a power of two. Default to 8192.
3929
int TexMaxHeight;// Maximum desired texture height. Must be a power of two. Default to 8192.
3930
void* UserData;// Store your own atlas related user-data (if e.g. you have multiple font atlas).
3931
3932
// Output
3933
// - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3934
// - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
union{ ImTextureRef TexRef; ImTextureRef TexID;};// Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
3939
#endif
3940
ImTextureData* TexData;// Latest texture.
3941
3942
// [Internal]
3943
ImVector<ImTextureData*> TexList;// Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3944
bool Locked;// Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3945
bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3946
bool TexIsBuilt;// Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3947
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 or conversion process.
3948
ImVec2 TexUvScale;// = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3949
ImVec2 TexUvWhitePixel;// Texture coordinates to a white pixel. May change as new texture gets created.
3950
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.
3951
ImVector<ImFontConfig> Sources;// Source/configuration data
3952
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX +1];// UVs for baked anti-aliased lines
3953
int TexNextUniqueID;// Next value to be stored in TexData->UniqueID
3954
int FontNextUniqueID;// Next value to be stored in ImFont->FontID
3955
ImVector<ImDrawListSharedData*> DrawListSharedDatas;// List of users for this atlas. Typically one per Dear ImGui context.
3956
ImFontAtlasBuilder* Builder;// Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3957
const ImFontLoader* FontLoader;// Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3958
constchar* FontLoaderName;// Font loader name (for display e.g. in About box) == FontLoader->Name
3959
void* FontLoaderData;// Font backend opaque storage
3960
unsignedint FontLoaderFlags;// Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3961
int RefCount;// Number of contexts using this atlas
3962
ImGuiContext* OwnerContext;// Context which own the atlas will be in charge of updating and destroying it.
3963
3964
// [Obsolete]
3965
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3966
// Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
3967
ImFontAtlasRect TempRect;// For old GetCustomRectByIndex() API
3968
inline ImFontAtlasRectId AddCustomRectRegular(int w,int h){returnAddCustomRect(w, h);}// RENAMED in 1.92.0
3969
inlineconst ImFontAtlasRect*GetCustomRectByIndex(ImFontAtlasRectId id){returnGetCustomRect(id,&TempRect)?&TempRect :NULL;}// OBSOLETED in 1.92.0
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint,int w,int h,float advance_x,const ImVec2& offset =ImVec2(0,0));// OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
3972
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font,float font_size, ImWchar codepoint,int w,int h,float advance_x,const ImVec2& offset =ImVec2(0,0));// ADDED AND OBSOLETED in 1.92.0
3973
#endif
3974
//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
3975
//int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling 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.
3976
//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0
3977
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3978
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3979
};
3980
3981
// Font runtime data for a given size
3982
// Important: pointers to ImFontBaked are only valid for the current frame.
3983
structImFontBaked
3984
{
3985
// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3986
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).
3987
float FallbackAdvanceX;// 4 // out // FindGlyph(FallbackChar)->AdvanceX
3988
floatSize;// 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3989
float RasterizerDensity;// 4 // in // Density this is baked at
3990
3991
// [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3992
ImVector<ImU16> IndexLookup;// 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3993
ImVector<ImFontGlyph> Glyphs;// 12-16 // out // All glyphs.
3994
int FallbackGlyphIndex;// 4 // out // Index of FontFallbackChar
3995
3996
// [Internal] Members: Cold
3997
float Ascent, Descent;// 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3998
unsignedint MetricsTotalSurface:26;// 3 // 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)
3999
unsignedint WantDestroy:1;// 0 // // Queued for destroy
unsignedint LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
4002
int LastUsedFrame;// 4 // // Record of that time this was bounds
4003
ImGuiID BakedId;// 4 // // Unique ID for this baked storage
4004
ImFont* OwnerFont;// 4-8 // in // Parent font
4005
void* FontLoaderDatas;// 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
IMGUI_API ImFontGlyph*FindGlyphNoFallback(ImWchar c);// Return NULL if glyph doesn't exist
4012
IMGUI_API floatGetCharAdvance(ImWchar c);
4013
IMGUI_API boolIsGlyphLoaded(ImWchar c);
4014
};
4015
4016
// Font flags
4017
// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
4018
enumImFontFlags_
4019
{
4020
ImFontFlags_None =0,
4021
ImFontFlags_NoLoadError =1<<1,// Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
4022
ImFontFlags_NoLoadGlyphs =1<<2,// [Internal] Disable loading new glyphs.
4023
ImFontFlags_LockBakedSizes =1<<3,// [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
4024
ImFontFlags_ImplicitRefSize =1<<4,// [Internal] Reference size was not set explicitly.
4025
};
4026
4027
// Font runtime data and rendering
4028
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
4029
// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
4030
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
4031
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
4032
structImFont
4033
{
4034
// [Internal] Members: Hot ~12-20 bytes
4035
ImFontBaked* LastBaked;// 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
4036
ImFontAtlas* OwnerAtlas;// 4-8 // What we have been loaded into.
4037
ImFontFlags Flags;// 4 // Font flags.
4038
float CurrentRasterizerDensity;// Current rasterizer density. This is a varying state of the font.
4039
4040
// [Internal] Members: Cold ~24-52 bytes
4041
// Conceptually Sources[] is the list of font sources merged to create this font.
4042
ImGuiID FontId;// Unique identifier for the font
4043
float LegacySize;// 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
4044
ImVector<ImFontConfig*> Sources;// 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
4045
ImWchar EllipsisChar;// 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake.
4046
ImWchar FallbackChar;// 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
4047
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8];// 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
4048
bool EllipsisAutoBake;// 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'.
4049
ImGuiStorage RemapPairs;// 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
4050
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4051
float Scale;// 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
4052
#endif
4053
4054
// Methods
4055
IMGUI_API ImFont();
4056
IMGUI_API ~ImFont();
4057
IMGUI_API boolIsGlyphInFont(ImWchar c);
4058
boolIsLoaded()const{return OwnerAtlas !=NULL;}
4059
constchar*GetDebugName()const{return Sources.Size? Sources[0]->Name :"<unknown>";}// Fill ImFontConfig::Name.
4060
4061
// [Internal] Don't use!
4062
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
4063
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
4064
IMGUI_API ImFontBaked*GetFontBaked(float font_size,float density =-1.0f);// Get or create baked data for given size
inlineconstchar*CalcWordWrapPositionA(float scale,constchar* text,constchar* text_end,float wrap_width){returnCalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width);}// Obsoleted old name in 1.92.0. Note how `scale` was to `size`.
4071
#endif
4072
4073
// [Internal] Don't use!
4074
IMGUI_API voidClearOutputData();
4075
IMGUI_API voidAddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint);// Makes 'from_codepoint' character points to 'to_codepoint' glyph.
IM_ASSERT(tex_id != ImTextureID_Invalid &&"ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
4104
enumImGuiViewportFlags_
4105
{
4106
ImGuiViewportFlags_None =0,
4107
ImGuiViewportFlags_IsPlatformWindow =1<<0,// Represent a Platform Window
4108
ImGuiViewportFlags_IsPlatformMonitor =1<<1,// Represent a Platform Monitor (unused yet)
4109
ImGuiViewportFlags_OwnedByApp =1<<2,// Platform Window: Is created/managed by the user application? (rather than our backend)
4110
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)
4111
ImGuiViewportFlags_NoTaskBarIcon =1<<4,// Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
4112
ImGuiViewportFlags_NoFocusOnAppearing =1<<5,// Platform Window: Don't take focus when created.
4113
ImGuiViewportFlags_NoFocusOnClick =1<<6,// Platform Window: Don't take focus when clicked on.
4114
ImGuiViewportFlags_NoInputs =1<<7,// Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
4115
ImGuiViewportFlags_NoRendererClear =1<<8,// Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
4116
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!).
4117
ImGuiViewportFlags_TopMost =1<<10,// Platform Window: Display on top (for tooltips only).
4118
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".
4119
4120
// Output status flags (from Platform)
4121
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.
4122
ImGuiViewportFlags_IsFocused =1<<13,// Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
4123
};
4124
4125
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
4126
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
4127
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
4128
// - About Main Area vs Work Area:
4129
// - Main Area = entire viewport.
4130
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
4131
// - Windows are generally trying to stay within the Work Area of their host viewport.
4132
structImGuiViewport
4133
{
4134
ImGuiID ID;// Unique identifier for the viewport
4135
ImGuiViewportFlags Flags;// See ImGuiViewportFlags_
4136
ImVec2 Pos;// Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
4137
ImVec2 Size;// Main Area: Size of the viewport.
4138
ImVec2 FramebufferScale;// Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
4139
ImVec2 WorkPos;// Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
4140
ImVec2 WorkSize;// Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
4141
float DpiScale;// 1.0f = 96 DPI = No extra scale.
4142
ImGuiID ParentViewportId;// (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
4143
ImGuiViewport* ParentViewport;// (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
4144
ImDrawData* DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
4145
4146
// Platform/Backend Dependent Data
4147
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
4148
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
4149
// by the same system and you may not need to use all the UserData/Handle fields.
4150
// The library never uses those fields, they are merely storage to facilitate backend implementation.
4151
void* RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
4152
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.
4153
void* PlatformIconData;// void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments.
4154
void* PlatformHandle;// void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
4155
void* PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
4156
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.
4157
bool PlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
4158
bool PlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
4159
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:
4272
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
4273
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
4274
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
4275
// R = ImGui::RenderPlatformWindowsDefault() ~ render
4276
// D = ImGui::DestroyPlatformWindows() ~ shutdown
4277
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
4278
4279
// The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
4280
// Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
4281
// Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
4282
4283
// Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
4284
void(*Platform_CreateWindow)(ImGuiViewport* vp);// . . U . . // Create a new platform window for the given viewport
4285
void(*Platform_DestroyWindow)(ImGuiViewport* vp);// N . U . D //
4286
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
4287
void(*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);// . . U . . // Set platform window position (given the upper-left corner of client area)
4288
ImVec2(*Platform_GetWindowPos)(ImGuiViewport* vp);// N . . . . //
4289
void(*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);// . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
4290
ImVec2(*Platform_GetWindowSize)(ImGuiViewport* vp);// N . . . . // Get platform window client area size
4291
ImVec2(*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp);// N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES.
4292
void(*Platform_SetWindowFocus)(ImGuiViewport* vp);// N . . . . // Move window to front and set input focus
4293
bool(*Platform_GetWindowFocus)(ImGuiViewport* vp);// . . U . . //
4294
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
4295
void(*Platform_SetWindowTitle)(ImGuiViewport* vp,constchar* str);// . . U . . // Set platform window title (given an UTF-8 string)
4296
void(*Platform_SetWindowAlpha)(ImGuiViewport* vp,float alpha);// . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
4297
void(*Platform_UpdateWindow)(ImGuiViewport* vp);// . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
4298
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().
4299
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().
4300
float(*Platform_GetWindowDpiScale)(ImGuiViewport* vp);// N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
4301
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.
4302
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.
4303
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).
4304
4305
// Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
4306
void(*Renderer_CreateWindow)(ImGuiViewport* vp);// . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
4307
void(*Renderer_DestroyWindow)(ImGuiViewport* vp);// N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
4308
void(*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);// . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
4309
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().
4310
void(*Renderer_SwapBuffers)(ImGuiViewport* vp,void* render_arg);// . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
4311
4312
// (Optional) Monitor list
4313
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
4314
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
// Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4322
// The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4323
ImVector<ImTextureData*> Textures;// List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4324
4325
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4326
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
4327
ImVector<ImGuiViewport*> Viewports;// Main viewports, followed by all secondary viewports.
IMGUI_API voidClearPlatformHandlers();// Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
4334
IMGUI_API voidClearRendererHandlers();// Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
4335
};
4336
4337
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
4338
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
4339
structImGuiPlatformMonitor
4340
{
4341
ImVec2 MainPos, MainSize;// Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
4342
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.
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4349
structImGuiPlatformImeData
4350
{
4351
bool WantVisible;// A widget wants the IME to be visible.
4352
bool WantTextInput;// A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4353
ImVec2 InputPos;// Position of input cursor (for IME).
4354
float InputLineHeight;// Line height (for IME).
4355
ImGuiID ViewportId;// ID of platform window/viewport.
inlinevoidPushFont(ImFont* font){PushFont(font, font ? font->LegacySize :0.0f);}
4371
IMGUI_API voidSetWindowFontScale(float scale);// Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4372
// OBSOLETED in 1.91.9 (from February 2025)
4373
IMGUI_API voidImage(ImTextureRef tex_ref,const ImVec2& image_size,const ImVec2& uv0,const ImVec2& uv1,const ImVec4& tint_col,const ImVec4& border_col);// <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
// You do not need those functions! See #7838 on GitHub for more info.
4380
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()!
4381
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()!
4382
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()!
4383
4384
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4385
// OBSOLETED in 1.90.0 (from September 2023)
4386
//IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
4387
//IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
//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!
4416
//-- 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.
4417
//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)
4418
//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)
4419
//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)
4420
//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)
4421
//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)
4422
//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)
4423
//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)
4424
//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)
4425
//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)
4426
//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)
4427
//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)
4428
//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)
4440
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4441
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4442
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4443
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4444
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4445
//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().
4446
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4447
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4448
//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)
4449
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4450
//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.
4451
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4452
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4466
// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4467
typedef ImFontAtlasRect ImFontAtlasCustomRect;
4468
/*struct ImFontAtlasCustomRect
4469
{
4470
unsigned short X, Y; // Output // Packed position in Atlas
unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4473
unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4474
float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4475
ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4476
ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4477
ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4478
bool IsPacked() const { return X != 0xFFFF; }
4479
};*/
4480
4481
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4482
//typedef ImDrawFlags ImDrawCornerFlags;
4483
//enum ImDrawCornerFlags_
4484
//{
4485
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4486
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4487
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4488
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4489
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4490
// 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)
4498
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
4499
//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.