imgui.h (274234B)
1 // dear imgui, v1.83 2 // (headers) 3 4 // Help: 5 // - Read FAQ at http://dearimgui.org/faq 6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. 7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. 8 // Read imgui.cpp for details, links and comments. 9 10 // Resources: 11 // - FAQ http://dearimgui.org/faq 12 // - Homepage & latest https://github.com/ocornut/imgui 13 // - Releases & changelog https://github.com/ocornut/imgui/releases 14 // - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) 15 // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) 16 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary 17 // - Issues & support https://github.com/ocornut/imgui/issues 18 // - Discussions https://github.com/ocornut/imgui/discussions 19 20 /* 21 22 Index of this file: 23 // [SECTION] Header mess 24 // [SECTION] Forward declarations and basic types 25 // [SECTION] Dear ImGui end-user API functions 26 // [SECTION] Flags & Enumerations 27 // [SECTION] Helpers: Memory allocations macros, ImVector<> 28 // [SECTION] ImGuiStyle 29 // [SECTION] ImGuiIO 30 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) 31 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) 32 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) 33 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) 34 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) 35 // [SECTION] Obsolete functions and types 36 37 */ 38 39 #pragma once 40 41 // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') 42 #ifdef IMGUI_USER_CONFIG 43 #include IMGUI_USER_CONFIG 44 #endif 45 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) 46 #include "imconfig.h" 47 #endif 48 49 #ifndef IMGUI_DISABLE 50 51 //----------------------------------------------------------------------------- 52 // [SECTION] Header mess 53 //----------------------------------------------------------------------------- 54 55 // Includes 56 #include <float.h> // FLT_MIN, FLT_MAX 57 #include <stdarg.h> // va_list, va_start, va_end 58 #include <stddef.h> // ptrdiff_t, NULL 59 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp 60 61 // Version 62 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) 63 #define IMGUI_VERSION "1.83" 64 #define IMGUI_VERSION_NUM 18301 65 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) 66 #define IMGUI_HAS_TABLE 67 68 // Define attributes of all API symbols declarations (e.g. for DLL under Windows) 69 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) 70 // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) 71 #ifndef IMGUI_API 72 #define IMGUI_API 73 #endif 74 #ifndef IMGUI_IMPL_API 75 #define IMGUI_IMPL_API IMGUI_API 76 #endif 77 78 // Helper Macros 79 #ifndef IM_ASSERT 80 #include <assert.h> 81 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h 82 #endif 83 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! 84 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. 85 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) 86 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 87 #else 88 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. 89 #endif 90 91 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. 92 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) 93 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) 94 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) 95 #elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__) 96 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) 97 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) 98 #else 99 #define IM_FMTARGS(FMT) 100 #define IM_FMTLIST(FMT) 101 #endif 102 103 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) 104 #if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) 105 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) 106 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) 107 #else 108 #define IM_MSVC_RUNTIME_CHECKS_OFF 109 #define IM_MSVC_RUNTIME_CHECKS_RESTORE 110 #endif 111 112 // Warnings 113 #ifdef _MSC_VER 114 #pragma warning (push) 115 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). 116 #endif 117 #if defined(__clang__) 118 #pragma clang diagnostic push 119 #pragma clang diagnostic ignored "-Wold-style-cast" 120 #if __has_warning("-Wzero-as-null-pointer-constant") 121 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" 122 #endif 123 #elif defined(__GNUC__) 124 #pragma GCC diagnostic push 125 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind 126 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead 127 #endif 128 129 //----------------------------------------------------------------------------- 130 // [SECTION] Forward declarations and basic types 131 //----------------------------------------------------------------------------- 132 133 // Forward declarations 134 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() 135 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) 136 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. 137 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) 138 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) 139 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. 140 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) 141 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas 142 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader 143 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). 144 struct ImFontConfig; // Configuration data when adding a font or merging fonts 145 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) 146 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data 147 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) 148 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) 149 struct ImGuiIO; // Main configuration and I/O between your application and ImGui 150 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) 151 struct ImGuiListClipper; // Helper to manually clip large list of items 152 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro 153 struct ImGuiPayload; // User data payload for drag and drop operations 154 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) 155 struct ImGuiStorage; // Helper for key->value storage 156 struct ImGuiStyle; // Runtime data for styling/colors 157 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) 158 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table 159 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) 160 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") 161 struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor 162 163 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) 164 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! 165 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. 166 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. 167 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling 168 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions 169 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type 170 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction 171 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) 172 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation 173 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) 174 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier 175 typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) 176 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling 177 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() 178 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions 179 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance 180 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build 181 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags 182 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() 183 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. 184 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags 185 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() 186 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() 187 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() 188 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. 189 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() 190 typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) 191 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() 192 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() 193 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. 194 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() 195 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() 196 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() 197 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() 198 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() 199 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() 200 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport 201 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() 202 203 // Other types 204 #ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] 205 typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. 206 #endif 207 typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. 208 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() 209 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() 210 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() 211 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() 212 213 // Character types 214 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) 215 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. 216 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. 217 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] 218 typedef ImWchar32 ImWchar; 219 #else 220 typedef ImWchar16 ImWchar; 221 #endif 222 223 // Basic scalar data types 224 typedef signed char ImS8; // 8-bit signed integer 225 typedef unsigned char ImU8; // 8-bit unsigned integer 226 typedef signed short ImS16; // 16-bit signed integer 227 typedef unsigned short ImU16; // 16-bit unsigned integer 228 typedef signed int ImS32; // 32-bit signed integer == int 229 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) 230 #if defined(_MSC_VER) && !defined(__clang__) 231 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) 232 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) 233 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) 234 #include <stdint.h> 235 typedef int64_t ImS64; // 64-bit signed integer (pre C++11) 236 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) 237 #else 238 typedef signed long long ImS64; // 64-bit signed integer (post C++11) 239 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) 240 #endif 241 242 // 2D vector (often used to store positions or sizes) 243 IM_MSVC_RUNTIME_CHECKS_OFF 244 struct ImVec2 245 { 246 float x, y; 247 ImVec2() { x = y = 0.0f; } 248 ImVec2(float _x, float _y) { x = _x; y = _y; } 249 float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 250 float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 251 #ifdef IM_VEC2_CLASS_EXTRA 252 IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. 253 #endif 254 }; 255 256 // 4D vector (often used to store floating-point colors) 257 struct ImVec4 258 { 259 float x, y, z, w; 260 ImVec4() { x = y = z = w = 0.0f; } 261 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } 262 #ifdef IM_VEC4_CLASS_EXTRA 263 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. 264 #endif 265 }; 266 IM_MSVC_RUNTIME_CHECKS_RESTORE 267 268 //----------------------------------------------------------------------------- 269 // [SECTION] Dear ImGui end-user API functions 270 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) 271 //----------------------------------------------------------------------------- 272 273 namespace ImGui 274 { 275 // Context creation and access 276 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. 277 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() 278 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. 279 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); 280 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context 281 IMGUI_API ImGuiContext* GetCurrentContext(); 282 IMGUI_API void SetCurrentContext(ImGuiContext* ctx); 283 284 // Main 285 IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) 286 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! 287 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). 288 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! 289 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). 290 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. 291 292 // Demo, Debug, Information 293 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! 294 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. 295 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. 296 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) 297 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. 298 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. 299 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). 300 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) 301 302 // Styles 303 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) 304 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font 305 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style 306 307 // Windows 308 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. 309 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, 310 // which clicking will set the boolean to false when clicked. 311 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. 312 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). 313 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting 314 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! 315 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, 316 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function 317 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] 318 // - Note that the bottom of window stack always contains a window called "Debug". 319 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); 320 IMGUI_API void End(); 321 322 // Child Windows 323 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. 324 // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). 325 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. 326 // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. 327 // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, 328 // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function 329 // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] 330 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); 331 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); 332 IMGUI_API void EndChild(); 333 334 // Windows Utilities 335 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. 336 IMGUI_API bool IsWindowAppearing(); 337 IMGUI_API bool IsWindowCollapsed(); 338 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. 339 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! 340 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives 341 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) 342 IMGUI_API ImVec2 GetWindowSize(); // get current window size 343 IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) 344 IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) 345 346 // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). 347 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. 348 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() 349 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. 350 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() 351 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() 352 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() 353 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. 354 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. 355 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. 356 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). 357 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). 358 IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). 359 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. 360 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. 361 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state 362 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. 363 364 // Content region 365 // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. 366 // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) 367 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() 368 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates 369 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 370 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates 371 IMGUI_API float GetWindowContentRegionWidth(); // 372 373 // Windows Scrolling 374 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] 375 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] 376 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] 377 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] 378 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x 379 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y 380 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. 381 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. 382 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. 383 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. 384 385 // Parameters stacks (shared) 386 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font 387 IMGUI_API void PopFont(); 388 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). 389 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); 390 IMGUI_API void PopStyleColor(int count = 1); 391 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). 392 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). 393 IMGUI_API void PopStyleVar(int count = 1); 394 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets 395 IMGUI_API void PopAllowKeyboardFocus(); 396 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. 397 IMGUI_API void PopButtonRepeat(); 398 399 // Parameters stacks (current window) 400 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). 401 IMGUI_API void PopItemWidth(); 402 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) 403 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. 404 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space 405 IMGUI_API void PopTextWrapPos(); 406 407 // Style read access 408 IMGUI_API ImFont* GetFont(); // get current font 409 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied 410 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API 411 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 412 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList 413 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList 414 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. 415 416 // Cursor / Layout 417 // - By "cursor" we mean the current output position. 418 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. 419 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. 420 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: 421 // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() 422 // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. 423 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. 424 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. 425 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. 426 IMGUI_API void Spacing(); // add vertical spacing. 427 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. 428 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 429 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 430 IMGUI_API void BeginGroup(); // lock horizontal starting position 431 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) 432 IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) 433 IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. 434 IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: 435 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. 436 IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) 437 IMGUI_API void SetCursorPosY(float local_y); // 438 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates 439 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. 440 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates 441 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) 442 IMGUI_API float GetTextLineHeight(); // ~ FontSize 443 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) 444 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 445 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) 446 447 // ID stack/scopes 448 // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most 449 // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. 450 // - The resulting ID are hashes of the entire stack. 451 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. 452 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, 453 // whereas "str_id" denote a string that is only used as an ID and not normally displayed. 454 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). 455 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). 456 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). 457 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). 458 IMGUI_API void PopID(); // pop from the ID stack. 459 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself 460 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); 461 IMGUI_API ImGuiID GetID(const void* ptr_id); 462 463 // Widgets: Text 464 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. 465 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text 466 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); 467 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); 468 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); 469 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); 470 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); 471 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). 472 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); 473 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets 474 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); 475 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() 476 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); 477 478 // Widgets: Main 479 // - Most widgets return true when the value has been changed or when pressed/selected 480 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. 481 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button 482 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text 483 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) 484 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape 485 IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); 486 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding 487 IMGUI_API bool Checkbox(const char* label, bool* v); 488 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); 489 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); 490 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } 491 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer 492 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); 493 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses 494 495 // Widgets: Combo Box 496 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. 497 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. 498 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); 499 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! 500 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); 501 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" 502 IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); 503 504 // Widgets: Drag Sliders 505 // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 506 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x 507 // - 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. 508 // - Format string may also be set to NULL or use the default format ("%f" or "%d"). 509 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). 510 // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. 511 // - 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. 512 // - 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. 513 // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. 514 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 515 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound 516 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 517 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 518 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 519 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); 520 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound 521 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); 522 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); 523 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); 524 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); 525 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); 526 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); 527 528 // Widgets: Regular Sliders 529 // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 530 // - 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. 531 // - Format string may also be set to NULL or use the default format ("%f" or "%d"). 532 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. 533 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 534 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. 535 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 536 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 537 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 538 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); 539 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); 540 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); 541 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); 542 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); 543 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); 544 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); 545 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); 546 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); 547 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); 548 549 // Widgets: Input with Keyboard 550 // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. 551 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. 552 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 553 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 554 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 555 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 556 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 557 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 558 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 559 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); 560 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); 561 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); 562 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); 563 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); 564 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); 565 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); 566 567 // 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.) 568 // - 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. 569 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x 570 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 571 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); 572 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 573 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); 574 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. 575 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. 576 577 // Widgets: Trees 578 // - 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. 579 IMGUI_API bool TreeNode(const char* label); 580 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). 581 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " 582 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); 583 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); 584 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); 585 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 586 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 587 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 588 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 589 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. 590 IMGUI_API void TreePush(const void* ptr_id = NULL); // " 591 IMGUI_API void TreePop(); // ~ Unindent()+PopId() 592 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode 593 IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). 594 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. 595 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. 596 597 // Widgets: Selectables 598 // - A selectable highlights when hovered, and can display another color when selected. 599 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. 600 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height 601 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. 602 603 // Widgets: List Boxes 604 // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. 605 // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. 606 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. 607 // - 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 608 // - 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 609 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region 610 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! 611 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); 612 IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); 613 614 // Widgets: Data Plotting 615 // - Consider using ImPlot (https://github.com/epezent/implot) 616 IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); 617 IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); 618 IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); 619 IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); 620 621 // Widgets: Value() Helpers. 622 // - 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) 623 IMGUI_API void Value(const char* prefix, bool b); 624 IMGUI_API void Value(const char* prefix, int v); 625 IMGUI_API void Value(const char* prefix, unsigned int v); 626 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); 627 628 // Widgets: Menus 629 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. 630 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. 631 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. 632 // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. 633 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). 634 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! 635 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. 636 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! 637 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! 638 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! 639 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. 640 IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL 641 642 // Tooltips 643 // - Tooltip are windows following the mouse. They do not take focus away. 644 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). 645 IMGUI_API void EndTooltip(); 646 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). 647 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); 648 649 // Popups, Modals 650 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. 651 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. 652 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. 653 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. 654 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). 655 // - 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. 656 // This is sometimes leading to confusing mistakes. May rework this in the future. 657 // Popups: begin/end functions 658 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. 659 // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. 660 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. 661 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. 662 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! 663 // Popups: open/close functions 664 // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. 665 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. 666 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. 667 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). 668 // - 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(). 669 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. 670 IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). 671 IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks 672 IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) 673 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. 674 // Popups: open+begin combined functions helpers 675 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. 676 // - They are convenient to easily create context menus, hence the name. 677 // - 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. 678 // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. 679 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! 680 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. 681 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). 682 // Popups: query functions 683 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. 684 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. 685 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. 686 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. 687 688 // Tables 689 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! 690 // - Full-featured replacement for old Columns API. 691 // - See Demo->Tables for demo code. 692 // - See top of imgui_tables.cpp for general commentary. 693 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. 694 // The typical call flow is: 695 // - 1. Call BeginTable(). 696 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. 697 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. 698 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. 699 // - 5. Populate contents: 700 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. 701 // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, 702 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). 703 // TableNextColumn() will automatically wrap-around into the next row if needed. 704 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! 705 // - Summary of possible call flow: 706 // -------------------------------------------------------------------------------------------------------- 707 // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK 708 // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK 709 // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! 710 // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! 711 // -------------------------------------------------------------------------------------------------------- 712 // - 5. Call EndTable() 713 IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); 714 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! 715 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 716 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. 717 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. 718 // Tables: Headers & Columns declaration 719 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. 720 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. 721 // Headers are required to perform: reordering, sorting, and opening the context menu. 722 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. 723 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in 724 // some advanced use cases (e.g. adding custom widgets in header row). 725 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. 726 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); 727 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. 728 IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu 729 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) 730 // Tables: Sorting 731 // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. 732 // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed 733 // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may 734 // wastefully sort your data every frame! 735 // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). 736 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). 737 // Tables: Miscellaneous functions 738 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. 739 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) 740 IMGUI_API int TableGetColumnIndex(); // return current column index. 741 IMGUI_API int TableGetRowIndex(); // return current row index. 742 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. 743 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. 744 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) 745 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. 746 747 // Legacy Columns API (2020: prefer using Tables!) 748 // - You can also use SameLine(pos_x) to mimic simplified columns. 749 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); 750 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished 751 IMGUI_API int GetColumnIndex(); // get current column index 752 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column 753 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column 754 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f 755 IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column 756 IMGUI_API int GetColumnsCount(); 757 758 // Tab Bars, Tabs 759 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar 760 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! 761 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. 762 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! 763 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. 764 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. 765 766 // Logging/Capture 767 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. 768 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) 769 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file 770 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard 771 IMGUI_API void LogFinish(); // stop logging (close file, etc.) 772 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard 773 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) 774 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); 775 776 // Drag and Drop 777 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). 778 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). 779 // - 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) 780 // - An item can be both drag source and drop target. 781 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() 782 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. 783 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! 784 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() 785 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. 786 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! 787 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. 788 789 // Clipping 790 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. 791 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 792 IMGUI_API void PopClipRect(); 793 794 // Focus, Activation 795 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" 796 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. 797 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. 798 799 // Item/Widgets Utilities and Query Functions 800 // - Most of the functions are referring to the previous Item that has been submitted. 801 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. 802 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. 803 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) 804 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? 805 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. 806 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) 807 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. 808 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). 809 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. 810 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). 811 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). 812 IMGUI_API bool IsAnyItemHovered(); // is any item hovered? 813 IMGUI_API bool IsAnyItemActive(); // is any item active? 814 IMGUI_API bool IsAnyItemFocused(); // is any item focused? 815 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) 816 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) 817 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item 818 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. 819 820 // Viewports 821 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. 822 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. 823 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. 824 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. 825 826 // Miscellaneous Utilities 827 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. 828 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. 829 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. 830 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. 831 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. 832 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. 833 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. 834 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). 835 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) 836 IMGUI_API ImGuiStorage* GetStateStorage(); 837 IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. 838 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame 839 IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) 840 841 // Text Utilities 842 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 843 844 // Color Utilities 845 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); 846 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); 847 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); 848 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); 849 850 // Inputs Utilities: Keyboard 851 // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. 852 // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. 853 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] 854 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. 855 IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate 856 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? 857 IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate 858 IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. 859 860 // Inputs Utilities: Mouse 861 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. 862 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. 863 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') 864 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? 865 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) 866 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) 867 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) 868 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. 869 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available 870 IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? 871 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls 872 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) 873 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) 874 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) 875 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // 876 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you 877 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type 878 IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. 879 880 // Clipboard Utilities 881 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. 882 IMGUI_API const char* GetClipboardText(); 883 IMGUI_API void SetClipboardText(const char* text); 884 885 // Settings/.Ini Utilities 886 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). 887 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. 888 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). 889 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. 890 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). 891 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. 892 893 // Debug Utilities 894 // - This is used by the IMGUI_CHECKVERSION() macro. 895 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. 896 897 // Memory Allocators 898 // - Those functions are not reliant on the current context. 899 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() 900 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. 901 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); 902 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); 903 IMGUI_API void* MemAlloc(size_t size); 904 IMGUI_API void MemFree(void* ptr); 905 906 } // namespace ImGui 907 908 //----------------------------------------------------------------------------- 909 // [SECTION] Flags & Enumerations 910 //----------------------------------------------------------------------------- 911 912 // Flags for ImGui::Begin() 913 enum ImGuiWindowFlags_ 914 { 915 ImGuiWindowFlags_None = 0, 916 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar 917 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip 918 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window 919 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) 920 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. 921 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it 922 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame 923 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). 924 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file 925 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. 926 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar 927 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. 928 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state 929 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) 930 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) 931 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) 932 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) 933 ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window 934 ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) 935 ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. 936 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 937 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, 938 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 939 940 // [Internal] 941 ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) 942 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() 943 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() 944 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() 945 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() 946 ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() 947 948 // [Obsolete] 949 //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) 950 }; 951 952 // Flags for ImGui::InputText() 953 enum ImGuiInputTextFlags_ 954 { 955 ImGuiInputTextFlags_None = 0, 956 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ 957 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef 958 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z 959 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs 960 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus 961 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. 962 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) 963 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) 964 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. 965 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. 966 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field 967 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). 968 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally 969 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode 970 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode 971 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 972 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(). 973 ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) 974 ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) 975 ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) 976 977 // Obsolete names (will be removed soon) 978 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 979 , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior 980 #endif 981 }; 982 983 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() 984 enum ImGuiTreeNodeFlags_ 985 { 986 ImGuiTreeNodeFlags_None = 0, 987 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected 988 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) 989 ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one 990 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack 991 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) 992 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open 993 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node 994 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. 995 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). 996 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow 997 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(). 998 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. 999 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). 1000 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) 1001 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible 1002 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog 1003 }; 1004 1005 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. 1006 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat 1007 // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. 1008 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. 1009 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. 1010 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter 1011 // and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. 1012 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). 1013 enum ImGuiPopupFlags_ 1014 { 1015 ImGuiPopupFlags_None = 0, 1016 ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) 1017 ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) 1018 ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) 1019 ImGuiPopupFlags_MouseButtonMask_ = 0x1F, 1020 ImGuiPopupFlags_MouseButtonDefault_ = 1, 1021 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack 1022 ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space 1023 ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. 1024 ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) 1025 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel 1026 }; 1027 1028 // Flags for ImGui::Selectable() 1029 enum ImGuiSelectableFlags_ 1030 { 1031 ImGuiSelectableFlags_None = 0, 1032 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window 1033 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) 1034 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too 1035 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text 1036 ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one 1037 }; 1038 1039 // Flags for ImGui::BeginCombo() 1040 enum ImGuiComboFlags_ 1041 { 1042 ImGuiComboFlags_None = 0, 1043 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default 1044 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() 1045 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) 1046 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible 1047 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible 1048 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button 1049 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button 1050 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest 1051 }; 1052 1053 // Flags for ImGui::BeginTabBar() 1054 enum ImGuiTabBarFlags_ 1055 { 1056 ImGuiTabBarFlags_None = 0, 1057 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list 1058 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear 1059 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup 1060 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. 1061 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) 1062 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab 1063 ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit 1064 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit 1065 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, 1066 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown 1067 }; 1068 1069 // Flags for ImGui::BeginTabItem() 1070 enum ImGuiTabItemFlags_ 1071 { 1072 ImGuiTabItemFlags_None = 0, 1073 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. 1074 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() 1075 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. 1076 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() 1077 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab 1078 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab 1079 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) 1080 ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) 1081 }; 1082 1083 // Flags for ImGui::BeginTable() 1084 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! 1085 // - Important! Sizing policies have complex and subtle side effects, more so than you would expect. 1086 // Read comments/demos carefully + experiment with live demos to get acquainted with them. 1087 // - The DEFAULT sizing policies are: 1088 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. 1089 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. 1090 // - When ScrollX is off: 1091 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. 1092 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto. 1093 // - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). 1094 // - Stretch Columns will share the remaining width. 1095 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. 1096 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. 1097 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). 1098 // - When ScrollX is on: 1099 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed 1100 // - Columns sizing policy allowed: Fixed/Auto mostly. 1101 // - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. 1102 // - 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. 1103 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). 1104 // 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. 1105 // - Read on documentation at the top of imgui_tables.cpp for details. 1106 enum ImGuiTableFlags_ 1107 { 1108 // Features 1109 ImGuiTableFlags_None = 0, 1110 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. 1111 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) 1112 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. 1113 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. 1114 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. 1115 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). 1116 // Decorations 1117 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) 1118 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. 1119 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. 1120 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. 1121 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. 1122 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. 1123 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. 1124 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. 1125 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. 1126 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. 1127 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style 1128 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style 1129 // Sizing Policy (read above for defaults) 1130 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. 1131 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. 1132 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. 1133 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). 1134 // Sizing Extra Options 1135 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. 1136 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. 1137 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. 1138 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. 1139 // Clipping 1140 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(). 1141 // Padding 1142 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. 1143 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. 1144 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). 1145 // Scrolling 1146 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. 1147 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. 1148 // Sorting 1149 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). 1150 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). 1151 1152 // [Internal] Combinations and masks 1153 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame 1154 1155 // Obsolete names (will be removed soon) 1156 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1157 //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 1158 //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 1159 #endif 1160 }; 1161 1162 // Flags for ImGui::TableSetupColumn() 1163 enum ImGuiTableColumnFlags_ 1164 { 1165 // Input configuration flags 1166 ImGuiTableColumnFlags_None = 0, 1167 ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. 1168 ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. 1169 ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). 1170 ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). 1171 ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing. 1172 ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. 1173 ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column. 1174 ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command). 1175 ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). 1176 ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction. 1177 ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction. 1178 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width. 1179 ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default). 1180 ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column. 1181 ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0). 1182 ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. 1183 1184 // Output status flags, read-only via TableGetColumnFlags() 1185 ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. 1186 ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. 1187 ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs 1188 ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse 1189 1190 // [Internal] Combinations and masks 1191 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, 1192 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, 1193 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, 1194 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) 1195 1196 // Obsolete names (will be removed soon) 1197 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1198 //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. 1199 #endif 1200 }; 1201 1202 // Flags for ImGui::TableNextRow() 1203 enum ImGuiTableRowFlags_ 1204 { 1205 ImGuiTableRowFlags_None = 0, 1206 ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) 1207 }; 1208 1209 // Enum for ImGui::TableSetBgColor() 1210 // Background colors are rendering in 3 layers: 1211 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. 1212 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. 1213 // - Layer 2: draw with CellBg color if set. 1214 // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. 1215 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. 1216 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color. 1217 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. 1218 enum ImGuiTableBgTarget_ 1219 { 1220 ImGuiTableBgTarget_None = 0, 1221 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) 1222 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) 1223 ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) 1224 }; 1225 1226 // Flags for ImGui::IsWindowFocused() 1227 enum ImGuiFocusedFlags_ 1228 { 1229 ImGuiFocusedFlags_None = 0, 1230 ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused 1231 ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) 1232 ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! 1233 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows 1234 }; 1235 1236 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() 1237 // 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! 1238 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. 1239 enum ImGuiHoveredFlags_ 1240 { 1241 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. 1242 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered 1243 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) 1244 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered 1245 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window 1246 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. 1247 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. 1248 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window 1249 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled 1250 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, 1251 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows 1252 }; 1253 1254 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() 1255 enum ImGuiDragDropFlags_ 1256 { 1257 ImGuiDragDropFlags_None = 0, 1258 // BeginDragDropSource() flags 1259 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. 1260 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. 1261 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. 1262 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. 1263 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. 1264 ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) 1265 // AcceptDragDropPayload() flags 1266 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. 1267 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. 1268 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. 1269 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. 1270 }; 1271 1272 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. 1273 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. 1274 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. 1275 1276 // A primary data type 1277 enum ImGuiDataType_ 1278 { 1279 ImGuiDataType_S8, // signed char / char (with sensible compilers) 1280 ImGuiDataType_U8, // unsigned char 1281 ImGuiDataType_S16, // short 1282 ImGuiDataType_U16, // unsigned short 1283 ImGuiDataType_S32, // int 1284 ImGuiDataType_U32, // unsigned int 1285 ImGuiDataType_S64, // long long / __int64 1286 ImGuiDataType_U64, // unsigned long long / unsigned __int64 1287 ImGuiDataType_Float, // float 1288 ImGuiDataType_Double, // double 1289 ImGuiDataType_COUNT 1290 }; 1291 1292 // A cardinal direction 1293 enum ImGuiDir_ 1294 { 1295 ImGuiDir_None = -1, 1296 ImGuiDir_Left = 0, 1297 ImGuiDir_Right = 1, 1298 ImGuiDir_Up = 2, 1299 ImGuiDir_Down = 3, 1300 ImGuiDir_COUNT 1301 }; 1302 1303 // A sorting direction 1304 enum ImGuiSortDirection_ 1305 { 1306 ImGuiSortDirection_None = 0, 1307 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. 1308 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. 1309 }; 1310 1311 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array 1312 enum ImGuiKey_ 1313 { 1314 ImGuiKey_Tab, 1315 ImGuiKey_LeftArrow, 1316 ImGuiKey_RightArrow, 1317 ImGuiKey_UpArrow, 1318 ImGuiKey_DownArrow, 1319 ImGuiKey_PageUp, 1320 ImGuiKey_PageDown, 1321 ImGuiKey_Home, 1322 ImGuiKey_End, 1323 ImGuiKey_Insert, 1324 ImGuiKey_Delete, 1325 ImGuiKey_Backspace, 1326 ImGuiKey_Space, 1327 ImGuiKey_Enter, 1328 ImGuiKey_Escape, 1329 ImGuiKey_KeyPadEnter, 1330 ImGuiKey_A, // for text edit CTRL+A: select all 1331 ImGuiKey_C, // for text edit CTRL+C: copy 1332 ImGuiKey_V, // for text edit CTRL+V: paste 1333 ImGuiKey_X, // for text edit CTRL+X: cut 1334 ImGuiKey_Y, // for text edit CTRL+Y: redo 1335 ImGuiKey_Z, // for text edit CTRL+Z: undo 1336 ImGuiKey_COUNT 1337 }; 1338 1339 // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) 1340 enum ImGuiKeyModFlags_ 1341 { 1342 ImGuiKeyModFlags_None = 0, 1343 ImGuiKeyModFlags_Ctrl = 1 << 0, 1344 ImGuiKeyModFlags_Shift = 1 << 1, 1345 ImGuiKeyModFlags_Alt = 1 << 2, 1346 ImGuiKeyModFlags_Super = 1 << 3 1347 }; 1348 1349 // Gamepad/Keyboard navigation 1350 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. 1351 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). 1352 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. 1353 enum ImGuiNavInput_ 1354 { 1355 // Gamepad Mapping 1356 ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) 1357 ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) 1358 ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) 1359 ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) 1360 ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) 1361 ImGuiNavInput_DpadRight, // 1362 ImGuiNavInput_DpadUp, // 1363 ImGuiNavInput_DpadDown, // 1364 ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down 1365 ImGuiNavInput_LStickRight, // 1366 ImGuiNavInput_LStickUp, // 1367 ImGuiNavInput_LStickDown, // 1368 ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 1369 ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 1370 ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 1371 ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 1372 1373 // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. 1374 // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. 1375 ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt 1376 ImGuiNavInput_KeyLeft_, // move left // = Arrow keys 1377 ImGuiNavInput_KeyRight_, // move right 1378 ImGuiNavInput_KeyUp_, // move up 1379 ImGuiNavInput_KeyDown_, // move down 1380 ImGuiNavInput_COUNT, 1381 ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ 1382 }; 1383 1384 // Configuration flags stored in io.ConfigFlags. Set by user/application. 1385 enum ImGuiConfigFlags_ 1386 { 1387 ImGuiConfigFlags_None = 0, 1388 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. 1389 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. 1390 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. 1391 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. 1392 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. 1393 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. 1394 1395 // 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) 1396 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. 1397 ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. 1398 }; 1399 1400 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. 1401 enum ImGuiBackendFlags_ 1402 { 1403 ImGuiBackendFlags_None = 0, 1404 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. 1405 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. 1406 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). 1407 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. 1408 }; 1409 1410 // Enumeration for PushStyleColor() / PopStyleColor() 1411 enum ImGuiCol_ 1412 { 1413 ImGuiCol_Text, 1414 ImGuiCol_TextDisabled, 1415 ImGuiCol_WindowBg, // Background of normal windows 1416 ImGuiCol_ChildBg, // Background of child windows 1417 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows 1418 ImGuiCol_Border, 1419 ImGuiCol_BorderShadow, 1420 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input 1421 ImGuiCol_FrameBgHovered, 1422 ImGuiCol_FrameBgActive, 1423 ImGuiCol_TitleBg, 1424 ImGuiCol_TitleBgActive, 1425 ImGuiCol_TitleBgCollapsed, 1426 ImGuiCol_MenuBarBg, 1427 ImGuiCol_ScrollbarBg, 1428 ImGuiCol_ScrollbarGrab, 1429 ImGuiCol_ScrollbarGrabHovered, 1430 ImGuiCol_ScrollbarGrabActive, 1431 ImGuiCol_CheckMark, 1432 ImGuiCol_SliderGrab, 1433 ImGuiCol_SliderGrabActive, 1434 ImGuiCol_Button, 1435 ImGuiCol_ButtonHovered, 1436 ImGuiCol_ButtonActive, 1437 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem 1438 ImGuiCol_HeaderHovered, 1439 ImGuiCol_HeaderActive, 1440 ImGuiCol_Separator, 1441 ImGuiCol_SeparatorHovered, 1442 ImGuiCol_SeparatorActive, 1443 ImGuiCol_ResizeGrip, 1444 ImGuiCol_ResizeGripHovered, 1445 ImGuiCol_ResizeGripActive, 1446 ImGuiCol_Tab, 1447 ImGuiCol_TabHovered, 1448 ImGuiCol_TabActive, 1449 ImGuiCol_TabUnfocused, 1450 ImGuiCol_TabUnfocusedActive, 1451 ImGuiCol_PlotLines, 1452 ImGuiCol_PlotLinesHovered, 1453 ImGuiCol_PlotHistogram, 1454 ImGuiCol_PlotHistogramHovered, 1455 ImGuiCol_TableHeaderBg, // Table header background 1456 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) 1457 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) 1458 ImGuiCol_TableRowBg, // Table row background (even rows) 1459 ImGuiCol_TableRowBgAlt, // Table row background (odd rows) 1460 ImGuiCol_TextSelectedBg, 1461 ImGuiCol_DragDropTarget, 1462 ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item 1463 ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB 1464 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active 1465 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active 1466 ImGuiCol_COUNT 1467 }; 1468 1469 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. 1470 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. 1471 // During initialization or between frames, feel free to just poke into ImGuiStyle directly. 1472 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. 1473 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. 1474 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. 1475 // - 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. 1476 enum ImGuiStyleVar_ 1477 { 1478 // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) 1479 ImGuiStyleVar_Alpha, // float Alpha 1480 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding 1481 ImGuiStyleVar_WindowRounding, // float WindowRounding 1482 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize 1483 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize 1484 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign 1485 ImGuiStyleVar_ChildRounding, // float ChildRounding 1486 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize 1487 ImGuiStyleVar_PopupRounding, // float PopupRounding 1488 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize 1489 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding 1490 ImGuiStyleVar_FrameRounding, // float FrameRounding 1491 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize 1492 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing 1493 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing 1494 ImGuiStyleVar_IndentSpacing, // float IndentSpacing 1495 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding 1496 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize 1497 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding 1498 ImGuiStyleVar_GrabMinSize, // float GrabMinSize 1499 ImGuiStyleVar_GrabRounding, // float GrabRounding 1500 ImGuiStyleVar_TabRounding, // float TabRounding 1501 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign 1502 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign 1503 ImGuiStyleVar_COUNT 1504 }; 1505 1506 // Flags for InvisibleButton() [extended in imgui_internal.h] 1507 enum ImGuiButtonFlags_ 1508 { 1509 ImGuiButtonFlags_None = 0, 1510 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) 1511 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button 1512 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button 1513 1514 // [Internal] 1515 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, 1516 ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft 1517 }; 1518 1519 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() 1520 enum ImGuiColorEditFlags_ 1521 { 1522 ImGuiColorEditFlags_None = 0, 1523 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). 1524 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. 1525 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. 1526 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) 1527 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). 1528 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. 1529 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). 1530 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. 1531 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. 1532 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) 1533 1534 // User Options (right-click on widget to change some of them). 1535 ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. 1536 ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. 1537 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. 1538 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). 1539 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. 1540 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " 1541 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " 1542 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. 1543 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. 1544 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. 1545 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. 1546 ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. 1547 ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. 1548 1549 // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to 1550 // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. 1551 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, 1552 1553 // [Internal] Masks 1554 ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, 1555 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, 1556 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, 1557 ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV 1558 1559 // Obsolete names (will be removed) 1560 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1561 , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] 1562 #endif 1563 }; 1564 1565 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. 1566 // 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. 1567 enum ImGuiSliderFlags_ 1568 { 1569 ImGuiSliderFlags_None = 0, 1570 ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. 1571 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. 1572 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) 1573 ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget 1574 ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. 1575 1576 // Obsolete names (will be removed) 1577 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1578 , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] 1579 #endif 1580 }; 1581 1582 // Identify a mouse button. 1583 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. 1584 enum ImGuiMouseButton_ 1585 { 1586 ImGuiMouseButton_Left = 0, 1587 ImGuiMouseButton_Right = 1, 1588 ImGuiMouseButton_Middle = 2, 1589 ImGuiMouseButton_COUNT = 5 1590 }; 1591 1592 // Enumeration for GetMouseCursor() 1593 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here 1594 enum ImGuiMouseCursor_ 1595 { 1596 ImGuiMouseCursor_None = -1, 1597 ImGuiMouseCursor_Arrow = 0, 1598 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. 1599 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) 1600 ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border 1601 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column 1602 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window 1603 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window 1604 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) 1605 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. 1606 ImGuiMouseCursor_COUNT 1607 }; 1608 1609 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions 1610 // Represent a condition. 1611 // 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. 1612 enum ImGuiCond_ 1613 { 1614 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always 1615 ImGuiCond_Always = 1 << 0, // No condition (always set the variable) 1616 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) 1617 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) 1618 ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) 1619 }; 1620 1621 //----------------------------------------------------------------------------- 1622 // [SECTION] Helpers: Memory allocations macros, ImVector<> 1623 //----------------------------------------------------------------------------- 1624 1625 //----------------------------------------------------------------------------- 1626 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() 1627 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. 1628 // 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. 1629 //----------------------------------------------------------------------------- 1630 1631 struct ImNewWrapper {}; 1632 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } 1633 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() 1634 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) 1635 #define IM_FREE(_PTR) ImGui::MemFree(_PTR) 1636 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) 1637 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE 1638 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } 1639 1640 //----------------------------------------------------------------------------- 1641 // ImVector<> 1642 // 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). 1643 //----------------------------------------------------------------------------- 1644 // - 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. 1645 // - We use std-like naming convention here, which is a little unusual for this codebase. 1646 // - 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. 1647 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, 1648 // 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. 1649 //----------------------------------------------------------------------------- 1650 1651 IM_MSVC_RUNTIME_CHECKS_OFF 1652 template<typename T> 1653 struct ImVector 1654 { 1655 int Size; 1656 int Capacity; 1657 T* Data; 1658 1659 // Provide standard typedefs but we don't use them ourselves. 1660 typedef T value_type; 1661 typedef value_type* iterator; 1662 typedef const value_type* const_iterator; 1663 1664 // Constructors, destructor 1665 inline ImVector() { Size = Capacity = 0; Data = NULL; } 1666 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); } 1667 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } 1668 inline ~ImVector() { if (Data) IM_FREE(Data); } 1669 1670 inline bool empty() const { return Size == 0; } 1671 inline int size() const { return Size; } 1672 inline int size_in_bytes() const { return Size * (int)sizeof(T); } 1673 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } 1674 inline int capacity() const { return Capacity; } 1675 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } 1676 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } 1677 1678 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } 1679 inline T* begin() { return Data; } 1680 inline const T* begin() const { return Data; } 1681 inline T* end() { return Data + Size; } 1682 inline const T* end() const { return Data + Size; } 1683 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } 1684 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } 1685 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } 1686 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } 1687 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } 1688 1689 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } 1690 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } 1691 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } 1692 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation 1693 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } 1694 1695 // 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. 1696 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } 1697 inline void pop_back() { IM_ASSERT(Size > 0); Size--; } 1698 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } 1699 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } 1700 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } 1701 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } 1702 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } 1703 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } 1704 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; } 1705 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } 1706 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } 1707 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } 1708 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } 1709 }; 1710 IM_MSVC_RUNTIME_CHECKS_RESTORE 1711 1712 //----------------------------------------------------------------------------- 1713 // [SECTION] ImGuiStyle 1714 //----------------------------------------------------------------------------- 1715 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). 1716 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, 1717 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. 1718 //----------------------------------------------------------------------------- 1719 1720 struct ImGuiStyle 1721 { 1722 float Alpha; // Global alpha applies to everything in Dear ImGui. 1723 ImVec2 WindowPadding; // Padding within a window. 1724 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. 1725 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). 1726 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). 1727 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. 1728 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. 1729 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. 1730 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). 1731 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) 1732 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). 1733 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). 1734 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). 1735 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). 1736 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. 1737 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). 1738 ImVec2 CellPadding; // Padding within a table cell 1739 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! 1740 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). 1741 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). 1742 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. 1743 float ScrollbarRounding; // Radius of grab corners for scrollbar. 1744 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. 1745 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 1746 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. 1747 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. 1748 float TabBorderSize; // Thickness of border around tabs. 1749 float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. 1750 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. 1751 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). 1752 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. 1753 ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. 1754 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! 1755 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. 1756 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). 1757 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). 1758 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). 1759 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. 1760 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. 1761 ImVec4 Colors[ImGuiCol_COUNT]; 1762 1763 IMGUI_API ImGuiStyle(); 1764 IMGUI_API void ScaleAllSizes(float scale_factor); 1765 }; 1766 1767 //----------------------------------------------------------------------------- 1768 // [SECTION] ImGuiIO 1769 //----------------------------------------------------------------------------- 1770 // Communicate most settings and inputs/outputs to Dear ImGui using this structure. 1771 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. 1772 //----------------------------------------------------------------------------- 1773 1774 struct ImGuiIO 1775 { 1776 //------------------------------------------------------------------ 1777 // Configuration (fill once) // Default value 1778 //------------------------------------------------------------------ 1779 1780 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. 1781 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. 1782 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size) 1783 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. 1784 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. 1785 const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. 1786 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). 1787 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. 1788 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. 1789 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. 1790 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. 1791 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). 1792 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. 1793 void* UserData; // = NULL // Store your own data for retrieval by callbacks. 1794 1795 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture. 1796 float FontGlobalScale; // = 1.0f // Global scale all fonts 1797 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. 1798 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. 1799 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. 1800 1801 // Miscellaneous options 1802 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. 1803 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. 1804 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). 1805 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. 1806 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) 1807 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. 1808 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. 1809 1810 //------------------------------------------------------------------ 1811 // Platform Functions 1812 // (the imgui_impl_xxxx backend files are setting those up for you) 1813 //------------------------------------------------------------------ 1814 1815 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. 1816 const char* BackendPlatformName; // = NULL 1817 const char* BackendRendererName; // = NULL 1818 void* BackendPlatformUserData; // = NULL // User data for platform backend 1819 void* BackendRendererUserData; // = NULL // User data for renderer backend 1820 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend 1821 1822 // Optional: Access OS clipboard 1823 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) 1824 const char* (*GetClipboardTextFn)(void* user_data); 1825 void (*SetClipboardTextFn)(void* user_data, const char* text); 1826 void* ClipboardUserData; 1827 1828 // 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) 1829 // (default to use native imm32 api on Windows) 1830 void (*ImeSetInputScreenPosFn)(int x, int y); 1831 void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. 1832 1833 //------------------------------------------------------------------ 1834 // Input - Fill before calling NewFrame() 1835 //------------------------------------------------------------------ 1836 1837 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) 1838 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. 1839 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. 1840 float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. 1841 bool KeyCtrl; // Keyboard modifier pressed: Control 1842 bool KeyShift; // Keyboard modifier pressed: Shift 1843 bool KeyAlt; // Keyboard modifier pressed: Alt 1844 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows 1845 bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). 1846 float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). 1847 1848 // Functions 1849 IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input 1850 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate 1851 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string 1852 IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually 1853 1854 //------------------------------------------------------------------ 1855 // Output - Updated by NewFrame() or EndFrame()/Render() 1856 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is 1857 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) 1858 //------------------------------------------------------------------ 1859 1860 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.). 1861 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.). 1862 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). 1863 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. 1864 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! 1865 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. 1866 bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). 1867 float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. 1868 int MetricsRenderVertices; // Vertices output during last call to Render() 1869 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 1870 int MetricsRenderWindows; // Number of visible windows 1871 int MetricsActiveWindows; // Number of active windows 1872 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. 1873 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. 1874 1875 //------------------------------------------------------------------ 1876 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! 1877 //------------------------------------------------------------------ 1878 1879 ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() 1880 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) 1881 ImVec2 MouseClickedPos[5]; // Position at time of clicking 1882 double MouseClickedTime[5]; // Time of last click (used to figure out double-click) 1883 bool MouseClicked[5]; // Mouse button went from !Down to Down 1884 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? 1885 bool MouseReleased[5]; // Mouse button went from Down to !Down 1886 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. 1887 bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click 1888 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) 1889 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down 1890 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point 1891 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point 1892 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) 1893 float KeysDownDurationPrev[512]; // Previous duration the key has been down 1894 float NavInputsDownDuration[ImGuiNavInput_COUNT]; 1895 float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; 1896 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. 1897 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 1898 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. 1899 1900 IMGUI_API ImGuiIO(); 1901 }; 1902 1903 //----------------------------------------------------------------------------- 1904 // [SECTION] Misc data structures 1905 //----------------------------------------------------------------------------- 1906 1907 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. 1908 // The callback function should return 0 by default. 1909 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) 1910 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) 1911 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration 1912 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB 1913 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows 1914 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. 1915 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. 1916 struct ImGuiInputTextCallbackData 1917 { 1918 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only 1919 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only 1920 void* UserData; // What user passed to InputText() // Read-only 1921 1922 // Arguments for the different callback events 1923 // - 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. 1924 // - 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. 1925 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; 1926 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] 1927 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! 1928 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() 1929 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 1930 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] 1931 int CursorPos; // // Read-write // [Completion,History,Always] 1932 int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) 1933 int SelectionEnd; // // Read-write // [Completion,History,Always] 1934 1935 // Helper functions for text manipulation. 1936 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. 1937 IMGUI_API ImGuiInputTextCallbackData(); 1938 IMGUI_API void DeleteChars(int pos, int bytes_count); 1939 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); 1940 void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } 1941 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } 1942 bool HasSelection() const { return SelectionStart != SelectionEnd; } 1943 }; 1944 1945 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). 1946 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. 1947 struct ImGuiSizeCallbackData 1948 { 1949 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() 1950 ImVec2 Pos; // Read-only. Window position, for reference. 1951 ImVec2 CurrentSize; // Read-only. Current window size. 1952 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. 1953 }; 1954 1955 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() 1956 struct ImGuiPayload 1957 { 1958 // Members 1959 void* Data; // Data (copied and owned by dear imgui) 1960 int DataSize; // Data size 1961 1962 // [Internal] 1963 ImGuiID SourceId; // Source item id 1964 ImGuiID SourceParentId; // Source parent id (if available) 1965 int DataFrameCount; // Data timestamp 1966 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) 1967 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) 1968 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. 1969 1970 ImGuiPayload() { Clear(); } 1971 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } 1972 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } 1973 bool IsPreview() const { return Preview; } 1974 bool IsDelivery() const { return Delivery; } 1975 }; 1976 1977 // Sorting specification for one column of a table (sizeof == 12 bytes) 1978 struct ImGuiTableColumnSortSpecs 1979 { 1980 ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) 1981 ImS16 ColumnIndex; // Index of the column 1982 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) 1983 ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) 1984 1985 ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } 1986 }; 1987 1988 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) 1989 // Obtained by calling TableGetSortSpecs(). 1990 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. 1991 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! 1992 struct ImGuiTableSortSpecs 1993 { 1994 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. 1995 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. 1996 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. 1997 1998 ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } 1999 }; 2000 2001 //----------------------------------------------------------------------------- 2002 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) 2003 //----------------------------------------------------------------------------- 2004 2005 // Helper: Unicode defines 2006 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). 2007 #ifdef IMGUI_USE_WCHAR32 2008 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. 2009 #else 2010 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. 2011 #endif 2012 2013 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. 2014 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); 2015 struct ImGuiOnceUponAFrame 2016 { 2017 ImGuiOnceUponAFrame() { RefFrame = -1; } 2018 mutable int RefFrame; 2019 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } 2020 }; 2021 2022 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 2023 struct ImGuiTextFilter 2024 { 2025 IMGUI_API ImGuiTextFilter(const char* default_filter = ""); 2026 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build 2027 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; 2028 IMGUI_API void Build(); 2029 void Clear() { InputBuf[0] = 0; Build(); } 2030 bool IsActive() const { return !Filters.empty(); } 2031 2032 // [Internal] 2033 struct ImGuiTextRange 2034 { 2035 const char* b; 2036 const char* e; 2037 2038 ImGuiTextRange() { b = e = NULL; } 2039 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } 2040 bool empty() const { return b == e; } 2041 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const; 2042 }; 2043 char InputBuf[256]; 2044 ImVector<ImGuiTextRange>Filters; 2045 int CountGrep; 2046 }; 2047 2048 // Helper: Growable text buffer for logging/accumulating text 2049 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') 2050 struct ImGuiTextBuffer 2051 { 2052 ImVector<char> Buf; 2053 IMGUI_API static char EmptyString[1]; 2054 2055 ImGuiTextBuffer() { } 2056 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } 2057 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } 2058 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator 2059 int size() const { return Buf.Size ? Buf.Size - 1 : 0; } 2060 bool empty() const { return Buf.Size <= 1; } 2061 void clear() { Buf.clear(); } 2062 void reserve(int capacity) { Buf.reserve(capacity); } 2063 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } 2064 IMGUI_API void append(const char* str, const char* str_end = NULL); 2065 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); 2066 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); 2067 }; 2068 2069 // Helper: Key->Value storage 2070 // Typically you don't have to worry about this since a storage is held within each Window. 2071 // We use it to e.g. store collapse state for a tree (Int 0/1) 2072 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) 2073 // You can use it as custom user storage for temporary values. Declare your own storage if, for example: 2074 // - 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). 2075 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) 2076 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. 2077 struct ImGuiStorage 2078 { 2079 // [Internal] 2080 struct ImGuiStoragePair 2081 { 2082 ImGuiID key; 2083 union { int val_i; float val_f; void* val_p; }; 2084 ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 2085 ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 2086 ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 2087 }; 2088 2089 ImVector<ImGuiStoragePair> Data; 2090 2091 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) 2092 // - Set***() functions find pair, insertion on demand if missing. 2093 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. 2094 void Clear() { Data.clear(); } 2095 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; 2096 IMGUI_API void SetInt(ImGuiID key, int val); 2097 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; 2098 IMGUI_API void SetBool(ImGuiID key, bool val); 2099 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; 2100 IMGUI_API void SetFloat(ImGuiID key, float val); 2101 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL 2102 IMGUI_API void SetVoidPtr(ImGuiID key, void* val); 2103 2104 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 2105 // - 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. 2106 // - 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) 2107 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; 2108 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); 2109 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); 2110 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); 2111 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); 2112 2113 // Use on your own storage if you know only integer are being stored (open/close all tree nodes) 2114 IMGUI_API void SetAllInt(int val); 2115 2116 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. 2117 IMGUI_API void BuildSortByKey(); 2118 }; 2119 2120 // Helper: Manually clip large list of items. 2121 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse 2122 // clipping based on visibility to save yourself from processing those items at all. 2123 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 2124 // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) 2125 // Usage: 2126 // ImGuiListClipper clipper; 2127 // clipper.Begin(1000); // We have 1000 elements, evenly spaced. 2128 // while (clipper.Step()) 2129 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) 2130 // ImGui::Text("line number %d", i); 2131 // Generally what happens is: 2132 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. 2133 // - User code submit one element. 2134 // - Clipper can measure the height of the first element 2135 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. 2136 // - User code submit visible elements. 2137 struct ImGuiListClipper 2138 { 2139 int DisplayStart; 2140 int DisplayEnd; 2141 2142 // [Internal] 2143 int ItemsCount; 2144 int StepNo; 2145 int ItemsFrozen; 2146 float ItemsHeight; 2147 float StartPosY; 2148 2149 IMGUI_API ImGuiListClipper(); 2150 IMGUI_API ~ImGuiListClipper(); 2151 2152 // 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) 2153 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). 2154 IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. 2155 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. 2156 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. 2157 2158 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2159 inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] 2160 #endif 2161 }; 2162 2163 // Helpers macros to generate 32-bit encoded colors 2164 #ifdef IMGUI_USE_BGRA_PACKED_COLOR 2165 #define IM_COL32_R_SHIFT 16 2166 #define IM_COL32_G_SHIFT 8 2167 #define IM_COL32_B_SHIFT 0 2168 #define IM_COL32_A_SHIFT 24 2169 #define IM_COL32_A_MASK 0xFF000000 2170 #else 2171 #define IM_COL32_R_SHIFT 0 2172 #define IM_COL32_G_SHIFT 8 2173 #define IM_COL32_B_SHIFT 16 2174 #define IM_COL32_A_SHIFT 24 2175 #define IM_COL32_A_MASK 0xFF000000 2176 #endif 2177 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT)) 2178 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF 2179 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black 2180 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 2181 2182 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) 2183 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. 2184 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. 2185 // **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. 2186 struct ImColor 2187 { 2188 ImVec4 Value; 2189 2190 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } 2191 ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } 2192 ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } 2193 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } 2194 ImColor(const ImVec4& col) { Value = col; } 2195 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } 2196 inline operator ImVec4() const { return Value; } 2197 2198 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. 2199 inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } 2200 static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } 2201 }; 2202 2203 //----------------------------------------------------------------------------- 2204 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) 2205 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 2206 //----------------------------------------------------------------------------- 2207 2208 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. 2209 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX 2210 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) 2211 #endif 2212 2213 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] 2214 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, 2215 // you can poke into the draw list for that! Draw callback may be useful for example to: 2216 // A) Change your GPU render state, 2217 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. 2218 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' 2219 // 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. 2220 #ifndef ImDrawCallback 2221 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); 2222 #endif 2223 2224 // Special Draw callback value to request renderer backend to reset the graphics/render state. 2225 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. 2226 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. 2227 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). 2228 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) 2229 2230 // Typically, 1 command = 1 GPU draw call (unless command is a callback) 2231 // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, 2232 // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. 2233 // Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. 2234 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). 2235 struct ImDrawCmd 2236 { 2237 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates 2238 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. 2239 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. 2240 unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. 2241 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. 2242 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. 2243 void* UserCallbackData; // 4-8 // The draw callback code can access this. 2244 2245 ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed 2246 2247 // 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) 2248 inline ImTextureID GetTexID() const { return TextureId; } 2249 }; 2250 2251 // Vertex index, default to 16-bit 2252 // To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). 2253 // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. 2254 #ifndef ImDrawIdx 2255 typedef unsigned short ImDrawIdx; 2256 #endif 2257 2258 // Vertex layout 2259 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 2260 struct ImDrawVert 2261 { 2262 ImVec2 pos; 2263 ImVec2 uv; 2264 ImU32 col; 2265 }; 2266 #else 2267 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h 2268 // 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. 2269 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. 2270 // 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. 2271 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; 2272 #endif 2273 2274 // [Internal] For use by ImDrawList 2275 struct ImDrawCmdHeader 2276 { 2277 ImVec4 ClipRect; 2278 ImTextureID TextureId; 2279 unsigned int VtxOffset; 2280 }; 2281 2282 // [Internal] For use by ImDrawListSplitter 2283 struct ImDrawChannel 2284 { 2285 ImVector<ImDrawCmd> _CmdBuffer; 2286 ImVector<ImDrawIdx> _IdxBuffer; 2287 }; 2288 2289 2290 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. 2291 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. 2292 struct ImDrawListSplitter 2293 { 2294 int _Current; // Current channel number (0) 2295 int _Count; // Number of active channels (1+) 2296 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) 2297 2298 inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } 2299 inline ~ImDrawListSplitter() { ClearFreeMemory(); } 2300 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame 2301 IMGUI_API void ClearFreeMemory(); 2302 IMGUI_API void Split(ImDrawList* draw_list, int count); 2303 IMGUI_API void Merge(ImDrawList* draw_list); 2304 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); 2305 }; 2306 2307 // Flags for ImDrawList functions 2308 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) 2309 enum ImDrawFlags_ 2310 { 2311 ImDrawFlags_None = 0, 2312 ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) 2313 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. 2314 ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. 2315 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. 2316 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. 2317 ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! 2318 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, 2319 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, 2320 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, 2321 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, 2322 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, 2323 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. 2324 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone 2325 }; 2326 2327 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. 2328 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. 2329 enum ImDrawListFlags_ 2330 { 2331 ImDrawListFlags_None = 0, 2332 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) 2333 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. 2334 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). 2335 ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. 2336 }; 2337 2338 // Draw command list 2339 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, 2340 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. 2341 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to 2342 // access the current window draw list and draw custom primitives. 2343 // You can interleave normal ImGui:: calls and adding primitives to the current draw list. 2344 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). 2345 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) 2346 // 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. 2347 struct ImDrawList 2348 { 2349 // This is what you have to render 2350 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. 2351 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those 2352 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. 2353 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. 2354 2355 // [Internal, used while building lists] 2356 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. 2357 const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) 2358 const char* _OwnerName; // Pointer to owner window's name for debugging 2359 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 2360 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 2361 ImVector<ImVec4> _ClipRectStack; // [Internal] 2362 ImVector<ImTextureID> _TextureIdStack; // [Internal] 2363 ImVector<ImVec2> _Path; // [Internal] current path building 2364 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). 2365 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) 2366 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content 2367 2368 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) 2369 ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } 2370 2371 ~ImDrawList() { _ClearFreeMemory(); } 2372 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) 2373 IMGUI_API void PushClipRectFullScreen(); 2374 IMGUI_API void PopClipRect(); 2375 IMGUI_API void PushTextureID(ImTextureID texture_id); 2376 IMGUI_API void PopTextureID(); 2377 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } 2378 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } 2379 2380 // Primitives 2381 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. 2382 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). 2383 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. 2384 // In future versions we will use textures to provide cheaper and higher-quality circles. 2385 // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. 2386 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); 2387 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) 2388 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) 2389 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); 2390 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); 2391 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); 2392 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); 2393 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); 2394 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); 2395 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); 2396 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); 2397 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); 2398 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); 2399 IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); 2400 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); 2401 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. 2402 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) 2403 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) 2404 2405 // Image primitives 2406 // - Read FAQ to understand what ImTextureID is. 2407 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. 2408 // - "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. 2409 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); 2410 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); 2411 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); 2412 2413 // Stateful path API, add points then finish with PathFillConvex() or PathStroke() 2414 inline void PathClear() { _Path.Size = 0; } 2415 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } 2416 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } 2417 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. 2418 inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } 2419 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); 2420 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle 2421 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) 2422 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) 2423 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); 2424 2425 // Advanced 2426 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. 2427 IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible 2428 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. 2429 2430 // Advanced: Channels 2431 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) 2432 // - 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) 2433 // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! 2434 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. 2435 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. 2436 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } 2437 inline void ChannelsMerge() { _Splitter.Merge(this); } 2438 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } 2439 2440 // Advanced: Primitives allocations 2441 // - We render triangles (three vertices) 2442 // - All primitives needs to be reserved via PrimReserve() beforehand. 2443 IMGUI_API void PrimReserve(int idx_count, int vtx_count); 2444 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); 2445 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) 2446 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); 2447 IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); 2448 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } 2449 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } 2450 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index 2451 2452 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2453 inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } 2454 inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } 2455 #endif 2456 2457 // [Internal helpers] 2458 IMGUI_API void _ResetForNewFrame(); 2459 IMGUI_API void _ClearFreeMemory(); 2460 IMGUI_API void _PopUnusedDrawCmd(); 2461 IMGUI_API void _OnChangedClipRect(); 2462 IMGUI_API void _OnChangedTextureID(); 2463 IMGUI_API void _OnChangedVtxOffset(); 2464 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; 2465 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); 2466 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); 2467 }; 2468 2469 // All draw data to render a Dear ImGui frame 2470 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, 2471 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) 2472 struct ImDrawData 2473 { 2474 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. 2475 int CmdListsCount; // Number of ImDrawList* to render 2476 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size 2477 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size 2478 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. 2479 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) 2480 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) 2481 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. 2482 2483 // Functions 2484 ImDrawData() { Clear(); } 2485 void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! 2486 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! 2487 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. 2488 }; 2489 2490 //----------------------------------------------------------------------------- 2491 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) 2492 //----------------------------------------------------------------------------- 2493 2494 struct ImFontConfig 2495 { 2496 void* FontData; // // TTF/OTF data 2497 int FontDataSize; // // TTF/OTF data size 2498 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). 2499 int FontNo; // 0 // Index of font within TTF/OTF file 2500 float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). 2501 int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. 2502 int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. 2503 bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. 2504 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. 2505 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. 2506 const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. 2507 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font 2508 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs 2509 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. 2510 unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. 2511 float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. 2512 ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. 2513 2514 // [Internal] 2515 char Name[40]; // Name (strictly to ease debugging) 2516 ImFont* DstFont; 2517 2518 IMGUI_API ImFontConfig(); 2519 }; 2520 2521 // Hold rendering data for one glyph. 2522 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) 2523 struct ImFontGlyph 2524 { 2525 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) 2526 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. 2527 unsigned int Codepoint : 30; // 0x0000..0x10FFFF 2528 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) 2529 float X0, Y0, X1, Y1; // Glyph corners 2530 float U0, V0, U1, V1; // Texture coordinates 2531 }; 2532 2533 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). 2534 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. 2535 struct ImFontGlyphRangesBuilder 2536 { 2537 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) 2538 2539 ImFontGlyphRangesBuilder() { Clear(); } 2540 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } 2541 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array 2542 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array 2543 inline void AddChar(ImWchar c) { SetBit(c); } // Add character 2544 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) 2545 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext 2546 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges 2547 }; 2548 2549 // See ImFontAtlas::AddCustomRectXXX functions. 2550 struct ImFontAtlasCustomRect 2551 { 2552 unsigned short Width, Height; // Input // Desired rectangle dimension 2553 unsigned short X, Y; // Output // Packed position in Atlas 2554 unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) 2555 float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance 2556 ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset 2557 ImFont* Font; // Input // For custom font glyphs only: target font 2558 ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } 2559 bool IsPacked() const { return X != 0xFFFF; } 2560 }; 2561 2562 // Flags for ImFontAtlas build 2563 enum ImFontAtlasFlags_ 2564 { 2565 ImFontAtlasFlags_None = 0, 2566 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two 2567 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) 2568 ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). 2569 }; 2570 2571 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: 2572 // - One or more fonts. 2573 // - Custom graphics data needed to render the shapes needed by Dear ImGui. 2574 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). 2575 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. 2576 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. 2577 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. 2578 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) 2579 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. 2580 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. 2581 // Common pitfalls: 2582 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the 2583 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. 2584 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. 2585 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, 2586 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. 2587 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! 2588 struct ImFontAtlas 2589 { 2590 IMGUI_API ImFontAtlas(); 2591 IMGUI_API ~ImFontAtlas(); 2592 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); 2593 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); 2594 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); 2595 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. 2596 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. 2597 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. 2598 IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. 2599 IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. 2600 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). 2601 IMGUI_API void Clear(); // Clear all input and output. 2602 2603 // Build atlas, retrieve pixel data. 2604 // 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(). 2605 // The pitch is always = Width * BytesPerPixels (1 or 4) 2606 // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into 2607 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. 2608 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. 2609 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel 2610 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel 2611 bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } 2612 void SetTexID(ImTextureID id) { TexID = id; } 2613 2614 //------------------------------------------- 2615 // Glyph Ranges 2616 //------------------------------------------- 2617 2618 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) 2619 // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. 2620 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. 2621 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 2622 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters 2623 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs 2624 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs 2625 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese 2626 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters 2627 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters 2628 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters 2629 2630 //------------------------------------------- 2631 // [BETA] Custom Rectangles/Glyphs API 2632 //------------------------------------------- 2633 2634 // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. 2635 // - After calling Build(), you can query the rectangle position and render your pixels. 2636 // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. 2637 // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), 2638 // so you can render e.g. custom colorful icons and use them as regular glyphs. 2639 // - Read docs/FONTS.md for more details about using colorful icons. 2640 // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. 2641 IMGUI_API int AddCustomRectRegular(int width, int height); 2642 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); 2643 ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } 2644 2645 // [Internal] 2646 IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; 2647 IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); 2648 2649 //------------------------------------------- 2650 // Members 2651 //------------------------------------------- 2652 2653 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) 2654 ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. 2655 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. 2656 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. 2657 bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. 2658 2659 // [Internal] 2660 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. 2661 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. 2662 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight 2663 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 2664 int TexWidth; // Texture width calculated during Build(). 2665 int TexHeight; // Texture height calculated during Build(). 2666 ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) 2667 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel 2668 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. 2669 ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas. 2670 ImVector<ImFontConfig> ConfigData; // Configuration data 2671 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines 2672 2673 // [Internal] Font builder 2674 const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). 2675 unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. 2676 2677 // [Internal] Packing data 2678 int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors 2679 int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines 2680 2681 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2682 typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ 2683 typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ 2684 #endif 2685 }; 2686 2687 // Font runtime data and rendering 2688 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). 2689 struct ImFont 2690 { 2691 // Members: Hot ~20/24 bytes (for CalcTextSize) 2692 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). 2693 float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX 2694 float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) 2695 2696 // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) 2697 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. 2698 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs. 2699 const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) 2700 2701 // Members: Cold ~32/40 bytes 2702 ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into 2703 const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData 2704 short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. 2705 ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() 2706 ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. 2707 bool DirtyLookupTables; // 1 // out // 2708 float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() 2709 float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] 2710 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) 2711 ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. 2712 2713 // Methods 2714 IMGUI_API ImFont(); 2715 IMGUI_API ~ImFont(); 2716 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; 2717 IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; 2718 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } 2719 bool IsLoaded() const { return ContainerAtlas != NULL; } 2720 const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; } 2721 2722 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 2723 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. 2724 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 2725 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; 2726 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; 2727 IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; 2728 2729 // [Internal] Don't use! 2730 IMGUI_API void BuildLookupTable(); 2731 IMGUI_API void ClearOutputData(); 2732 IMGUI_API void GrowIndex(int new_size); 2733 IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); 2734 IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. 2735 IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); 2736 IMGUI_API void SetFallbackChar(ImWchar c); 2737 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); 2738 }; 2739 2740 //----------------------------------------------------------------------------- 2741 // [SECTION] Viewports 2742 //----------------------------------------------------------------------------- 2743 2744 // Flags stored in ImGuiViewport::Flags 2745 enum ImGuiViewportFlags_ 2746 { 2747 ImGuiViewportFlags_None = 0, 2748 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window 2749 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) 2750 ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) 2751 }; 2752 2753 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. 2754 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. 2755 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. 2756 // - About Main Area vs Work Area: 2757 // - Main Area = entire viewport. 2758 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). 2759 // - Windows are generally trying to stay within the Work Area of their host viewport. 2760 struct ImGuiViewport 2761 { 2762 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ 2763 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) 2764 ImVec2 Size; // Main Area: Size of the viewport. 2765 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) 2766 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) 2767 2768 ImGuiViewport() { memset(this, 0, sizeof(*this)); } 2769 2770 // Helpers 2771 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } 2772 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } 2773 }; 2774 2775 //----------------------------------------------------------------------------- 2776 // [SECTION] Obsolete functions and types 2777 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) 2778 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. 2779 //----------------------------------------------------------------------------- 2780 2781 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2782 namespace ImGui 2783 { 2784 // OBSOLETED in 1.81 (from February 2021) 2785 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items 2786 static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } 2787 static inline void ListBoxFooter() { EndListBox(); } 2788 // OBSOLETED in 1.79 (from August 2020) 2789 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! 2790 // OBSOLETED in 1.78 (from June 2020) 2791 // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. 2792 // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. 2793 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); 2794 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); 2795 static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } 2796 static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } 2797 static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } 2798 static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } 2799 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); 2800 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); 2801 static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } 2802 static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } 2803 static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } 2804 static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } 2805 // OBSOLETED in 1.77 (from June 2020) 2806 static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } 2807 // OBSOLETED in 1.72 (from April 2019) 2808 static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } 2809 // OBSOLETED in 1.71 (from June 2019) 2810 static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } 2811 // OBSOLETED in 1.70 (from May 2019) 2812 static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } 2813 // OBSOLETED in 1.69 (from Mar 2019) 2814 static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } 2815 } 2816 2817 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() 2818 typedef ImDrawFlags ImDrawCornerFlags; 2819 enum ImDrawCornerFlags_ 2820 { 2821 ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit 2822 ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). 2823 ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. 2824 ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. 2825 ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. 2826 ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 2827 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, 2828 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, 2829 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, 2830 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight 2831 }; 2832 2833 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2834 2835 //----------------------------------------------------------------------------- 2836 2837 #if defined(__clang__) 2838 #pragma clang diagnostic pop 2839 #elif defined(__GNUC__) 2840 #pragma GCC diagnostic pop 2841 #endif 2842 2843 #ifdef _MSC_VER 2844 #pragma warning (pop) 2845 #endif 2846 2847 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) 2848 #ifdef IMGUI_INCLUDE_IMGUI_USER_H 2849 #include "imgui_user.h" 2850 #endif 2851 2852 #endif // #ifndef IMGUI_DISABLE