// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
structImGuiPlatformIO;// Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render
structImGuiPlatformMonitor;// Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
structImGuiSizeCallbackData;// Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
structImGuiStorage;// Helper for key->value storage
structImGuiStyle;// Runtime data for styling/colors
structImGuiTextFilter;// Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
structImGuiTextBuffer;// Helper to hold and append into a text buffer (~string builder)
structImGuiViewport;// Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedefunsignedintImGuiID;// Unique ID used by widgets (typically hashed from a stack of string)
typedefunsignedshortImWchar;// Character for keyboard input/display
typedefintImGuiCol;// -> enum ImGuiCol_ // Enum: A color identifier for styling
typedefintImGuiCond;// -> enum ImGuiCond_ // Enum: A condition for Set*()
typedefintImGuiDataType;// -> enum ImGuiDataType_ // Enum: A primary data type
typedefintImGuiDir;// -> enum ImGuiDir_ // Enum: A cardinal direction
floatoperator[](size_tidx)const{IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
float&operator[](size_tidx){IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
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.
IM_VEC4_CLASS_EXTRA// Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
IMGUI_APIvoidEndFrame();// ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
IMGUI_APIvoidRender();// ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
IMGUI_APIvoidShowDemoWindow(bool*p_open=NULL);// create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIvoidStyleColorsLight(ImGuiStyle*dst=NULL);// best used with borders and a custom, thicker font
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
// - Note that the bottom of window stack always contains a window called "Debug".
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
IMGUI_APIboolIsWindowFocused(ImGuiFocusedFlagsflags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_APIImDrawList*GetWindowDrawList();// get draw list associated to the current window, to append your own drawing primitives
IMGUI_APIfloatGetWindowDpiScale();// get DPI scale currently associated to the current window's viewport.
IMGUI_APIImGuiViewport*GetWindowViewport();// get viewport currently associated to the current window.
IMGUI_APIImVec2GetWindowPos();// get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_APIImVec2GetWindowSize();// get current window size
IMGUI_APIfloatGetWindowWidth();// get current window width (shortcut for GetWindowSize().x)
IMGUI_APIfloatGetWindowHeight();// get current window height (shortcut for GetWindowSize().y)
IMGUI_APIImVec2GetContentRegionMax();// current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_APIvoidSetNextWindowPos(constImVec2&pos,ImGuiCondcond=0,constImVec2&pivot=ImVec2(0,0));// set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiCondcond=0);// set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_APIvoidSetNextWindowSizeConstraints(constImVec2&size_min,constImVec2&size_max,ImGuiSizeCallbackcustom_callback=NULL,void*custom_callback_data=NULL);// set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&size);// set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / front-most. call before Begin()
IMGUI_APIvoidSetNextWindowBgAlpha(floatalpha);// set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_APIvoidSetNextWindowViewport(ImGuiIDviewport_id);// set next window viewport
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCondcond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCondcond=0);// (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_APIvoidSetWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_APIvoidSetWindowFocus();// (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
IMGUI_APIvoidSetWindowFontScale(floatscale);// set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_APIvoidSetWindowPos(constchar*name,constImVec2&pos,ImGuiCondcond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiCondcond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetWindowCollapsed(constchar*name,boolcollapsed,ImGuiCondcond=0);// set named window collapsed state
IMGUI_APIvoidSetWindowFocus(constchar*name);// set named window to be focused / front-most. use NULL to remove focus.
IMGUI_APIfloatGetScrollX();// get scrolling amount [0..GetScrollMaxX()]
IMGUI_APIfloatGetScrollY();// get scrolling amount [0..GetScrollMaxY()]
IMGUI_APIfloatGetScrollMaxX();// get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
IMGUI_APIfloatGetScrollMaxY();// get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
IMGUI_APIvoidSetScrollX(floatscroll_x);// set scrolling amount [0..GetScrollMaxX()]
IMGUI_APIvoidSetScrollY(floatscroll_y);// set scrolling amount [0..GetScrollMaxY()]
IMGUI_APIvoidSetScrollHereY(floatcenter_y_ratio=0.5f);// adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_APIvoidSetScrollFromPosY(floatpos_y,floatcenter_y_ratio=0.5f);// adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
IMGUI_APIconstImVec4&GetStyleColorVec4(ImGuiColidx);// retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
IMGUI_APIImFont*GetFont();// get current font
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_APIImU32GetColorU32(ImGuiColidx,floatalpha_mul=1.0f);// retrieve given style color with style alpha applied and optional extra alpha multiplier
IMGUI_APIImU32GetColorU32(constImVec4&col);// retrieve given color with style alpha applied
IMGUI_APIImU32GetColorU32(ImU32col);// retrieve given color with style alpha applied
IMGUI_APIvoidPushItemWidth(floatitem_width);// width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIvoidPushTextWrapPos(floatwrap_pos_x=0.0f);// word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_APIvoidPushAllowKeyboardFocus(boolallow_keyboard_focus);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_APIvoidSameLine(floatpos_x=0.0f,floatspacing_w=-1.0f);// call between widgets or groups to layout them horizontally
IMGUI_APIvoidNewLine();// undo a SameLine()
IMGUI_APIvoidSpacing();// add vertical spacing
IMGUI_APIvoidDummy(constImVec2&size);// add a dummy item of given size
IMGUI_APIvoidIndent(floatindent_w=0.0f);// move content position toward the right, by style.IndentSpacing or indent_w if != 0
IMGUI_APIvoidUnindent(floatindent_w=0.0f);// move content position back to the left, by style.IndentSpacing or indent_w if != 0
IMGUI_APIvoidBeginGroup();// lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_APIImVec2GetCursorStartPos();// initial cursor position
IMGUI_APIImVec2GetCursorScreenPos();// cursor position in screen coordinates [0..io.DisplaySize] (or [io.ViewportPos..io.ViewportPos + io.ViewportSize] when using multiple viewport). useful to work with ImDrawList API.
IMGUI_APIvoidSetCursorScreenPos(constImVec2&pos);// cursor position in screen coordinates [0..io.DisplaySize] (or [io.ViewportPos..io.ViewportPos + io.ViewportSize] when using multiple viewport)
IMGUI_APIvoidAlignTextToFramePadding();// vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_APIfloatGetTextLineHeight();// ~ FontSize
IMGUI_APIfloatGetTextLineHeightWithSpacing();// ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
IMGUI_APIvoidText(constchar*fmt,...)IM_FMTARGS(1);// simple formatted text
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_FMTARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIboolSmallButton(constchar*label);// button with FramePadding=(0,0) to easily embed within text
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size);// button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolArrowButton(constchar*str_id,ImGuiDirdir);// square button with an arrow shape
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
IMGUI_APIboolCombo(constchar*label,int*current_item,constchar*items_separated_by_zeros,intpopup_max_height_in_items=-1);// Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
// 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
// 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.
// 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).
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*format="%.3f",floatpower=1.0f);// If v_min >= v_max we have no bound
// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
// 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.
IMGUI_APIboolSliderFloat(constchar*label,float*v,floatv_min,floatv_max,constchar*format="%.3f",floatpower=1.0f);// adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_APIboolColorButton(constchar*desc_id,constImVec4&col,ImGuiColorEditFlagsflags=0,ImVec2size=ImVec2(0,0));// display a colored square/button, hover for details, return true when pressed.
IMGUI_APIvoidSetColorEditOptions(ImGuiColorEditFlagsflags);// initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
IMGUI_APIboolTreeNode(constchar*label);
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_FMTARGS(2);// helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_APIvoidTreePush(constchar*str_id);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_APIvoidTreePush(constvoid*ptr_id=NULL);// "
IMGUI_APIvoidTreePop();// ~ Unindent()+PopId()
IMGUI_APIvoidTreeAdvanceToLabelPos();// advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIvoidSetNextTreeNodeOpen(boolis_open,ImGuiCondcond=0);// set next TreeNode/CollapsingHeader open state.
IMGUI_APIboolCollapsingHeader(constchar*label,ImGuiTreeNodeFlagsflags=0);// if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_open,ImGuiTreeNodeFlagsflags=0);// when 'p_open' isn't NULL, display an additional small close button on upper right of the header
IMGUI_APIboolSelectable(constchar*label,boolselected=false,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_APIboolSelectable(constchar*label,bool*p_selected,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool* p_selected" point to the selection state (read-write), as a convenient helper.
IMGUI_APIboolListBoxHeader(constchar*label,constImVec2&size=ImVec2(0,0));// use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
// Widgets: Value() Helpers. Simple shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut=NULL,boolselected=false,boolenabled=true);// return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut,bool*p_selected,boolenabled=true);// return true when activated + toggle (*p_selected) if p_selected != NULL
IMGUI_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_APIvoidEndTooltip();
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIvoidOpenPopup(constchar*str_id);// call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_APIboolBeginPopup(constchar*str_id,ImGuiWindowFlagsflags=0);// return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_APIboolBeginPopupContextItem(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_APIboolBeginPopupContextWindow(constchar*str_id=NULL,intmouse_button=1,boolalso_over_items=true);// helper to open and begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_APIvoidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_APIboolOpenPopupOnItemClick(constchar*str_id=NULL,intmouse_button=1);// helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
// You can also use SameLine(pos_x) for simplified columns. The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
IMGUI_APIvoidNextColumn();// next column, defaults to current row or next row if the current row is finished
IMGUI_APIintGetColumnIndex();// get current column index
IMGUI_APIfloatGetColumnWidth(intcolumn_index=-1);// get column width (in pixels). pass -1 to use current column
IMGUI_APIvoidSetColumnWidth(intcolumn_index,floatwidth);// set column width (in pixels). pass -1 to use current column
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_APIvoidSetColumnOffset(intcolumn_index,floatoffset_x);// set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_APIintGetColumnsCount();
// Tab Bars, Tabs
// [BETA API] API may evolve!
// Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
IMGUI_APIboolBeginTabBar(constchar*str_id,ImGuiTabBarFlagsflags=0);// create and append into a TabBar
IMGUI_APIvoidEndTabBar();// only call EndTabBar() if BeginTabBar() returns true!
IMGUI_APIboolBeginTabItem(constchar*label,bool*p_open=NULL,ImGuiTabItemFlagsflags=0);// create a Tab. Returns true if the Tab is selected.
IMGUI_APIvoidEndTabItem();// only call EndTabItem() if BeginTabItem() returns true!
IMGUI_APIvoidSetTabItemClosed(constchar*tab_or_docked_window_label);// notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: you DO NOT need to call DockSpace() to use most Docking facilities!
// To dock windows: hold SHIFT anywhere while moving windows (if io.ConfigDockingWithShift == true) or drag windows from their title bar (if io.ConfigDockingWithShift = false)
// Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsize,ImGuiCondcond=0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_APIconstImGuiPayload*AcceptDragDropPayload(constchar*type,ImGuiDragDropFlagsflags=0);// accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_APIvoidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_APIconstImGuiPayload*GetDragDropPayload();// peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
IMGUI_APIvoidSetKeyboardFocusHere(intoffset=0);// focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
IMGUI_APIboolIsItemHovered(ImGuiHoveredFlagsflags=0);// is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
IMGUI_APIboolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_APIboolIsItemEdited();// did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
IMGUI_APIboolIsItemDeactivated();// was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_APIboolIsItemDeactivatedAfterEdit();// was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that 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).
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIdoubleGetTime();// get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_APIintGetFrameCount();// get global imgui frame count. incremented by 1 every frame.
IMGUI_APIImDrawList*GetOverlayDrawList();// get overlay draw list for the viewport associated to the current window. this draw list will be the last rendered. useful to quickly draw overlays shapes/text.
IMGUI_APIImDrawList*GetOverlayDrawList(ImGuiViewport*viewport);// get overlay draw list for the given viewport.
IMGUI_APIImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsflags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIvoidEndChildFrame();// always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
IMGUI_APIboolIsKeyDown(intuser_key_index);// is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
IMGUI_APIboolIsKeyPressed(intuser_key_index,boolrepeat=true);// was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(intuser_key_index);// was key released (went from Down to !Down)..
IMGUI_APIintGetKeyPressedAmount(intkey_index,floatrepeat_delay,floatrate);// uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_APIboolIsMouseDoubleClicked(intbutton);// did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_APIboolIsMouseReleased(intbutton);// did mouse button released (went from Down to !Down)
IMGUI_APIboolIsMouseDragging(intbutton=0,floatlock_threshold=-1.0f);// is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_APIImGuiMouseCursorGetMouseCursor();// 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
IMGUI_APIvoidCaptureKeyboardFromApp(boolwant_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.
IMGUI_APIvoidCaptureMouseFromApp(boolwant_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.
// The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
IMGUI_APIvoidLoadIniSettingsFromDisk(constchar*ini_filename);// call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_APIvoidLoadIniSettingsFromMemory(constchar*ini_data,size_tini_size=0);// call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
IMGUI_APIconstchar*SaveIniSettingsToMemory(size_t*out_ini_size=NULL);// return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// (Optional) Platform/OS interface for multi-viewport support
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_APIImGuiPlatformIO&GetPlatformIO();// platform/renderer functions, for back-end to setup + viewports list.
IMGUI_APIImGuiViewport*GetMainViewport();// main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
IMGUI_APIvoidUpdatePlatformWindows();// call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_APIvoidRenderPlatformWindowsDefault(void*platform_arg=NULL,void*renderer_arg=NULL);// call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport. may be reimplemented by user for custom rendering needs.
IMGUI_APIvoidDestroyPlatformWindows();// call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_APIImGuiViewport*FindViewportByPlatformHandle(void*platform_handle);// this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
ImGuiWindowFlags_NoScrollWithMouse=1<<4,// Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoBackground=1<<7,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_HorizontalScrollbar=1<<11,// Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing=1<<12,// Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus=1<<13,// Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar=1<<14,// Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_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.
ImGuiWindowFlags_NoDocking=1<<21,// Disable docking of this window
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!)
ImGuiWindowFlags_ChildMenu=1<<28,// Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_DockNodeHost=1<<29// Don't use! For internal use by Begin()/NewFrame()
// [Obsolete]
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
ImGuiInputTextFlags_CallbackCompletion=1<<6,// Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory=1<<7,// Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways=1<<8,// Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter=1<<9,// Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_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().
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)
ImGuiTreeNodeFlags_NoTreePushOnOpen=1<<3,// Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog=1<<4,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen=1<<5,// Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick=1<<6,// Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow=1<<7,// Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_FramePadding=1<<10,// Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_NavLeftJumpsBackHere=1<<13,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
ImGuiComboFlags_PopupAlignLeft=1<<0,// Align the popup toward the left by default
ImGuiComboFlags_HeightSmall=1<<1,// Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular=1<<2,// Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge=1<<3,// Max ~20 items visible
ImGuiComboFlags_HeightLargest=1<<4,// As many fitting items as possible
ImGuiTabBarFlags_Reorderable=1<<0,// Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs=1<<1,// Automatically select new tabs when they appear
ImGuiTabBarFlags_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.
ImGuiTabBarFlags_NoTabListPopupButton=1<<3,
ImGuiTabBarFlags_NoTabListScrollingButtons=1<<4,
ImGuiTabBarFlags_FittingPolicyResizeDown=1<<5,// Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll=1<<6,// Add scroll buttons when tabs don't fit
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.
ImGuiTabItemFlags_SetSelected=1<<1,// Trigger flag to programatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton=1<<2,// Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId=1<<3// Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
};
// Flags for ImGui::DockSpace(), inherited by child nodes.
enumImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None=0,
ImGuiDockNodeFlags_KeepAliveOnly=1<<0,// Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
ImGuiDockNodeFlags_NoSplit=1<<1,// Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion)
//ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingInCentralNode=1<<3,// Disable docking inside the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_NoResize=1<<5,// Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces.
ImGuiDockNodeFlags_PassthruDockspace=1<<6// 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background.
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 ImGui::GetIO().WantCaptureMouse instead.
// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
ImGuiHoveredFlags_None=0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows=1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow=1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow=1<<2,// IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup=1<<3,// Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<5,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped=1<<6,// Return true even if the position is overlapped by another window
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.
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.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers=1<<2,// Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID=1<<3,// Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern=1<<4,// External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload=1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
ImGuiDragDropFlags_AcceptBeforeDelivery=1<<10,// AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect=1<<11,// Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip=1<<12,// Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly=ImGuiDragDropFlags_AcceptBeforeDelivery|ImGuiDragDropFlags_AcceptNoDrawDefaultRect// For peeking ahead and inspecting the payload before delivery.
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
ImGuiNavInput_TweakSlow,// slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast,// faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos=1<<2,// Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
ImGuiConfigFlags_NoMouseCursorChange=1<<5,// Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable=1<<6,// Docking enable flags. Use SHIFT to dock window into another (or without SHIFT if io.ConfigDockingWithShift = false).
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable=1<<10,// Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_ViewportsNoTaskBarIcon=1<<11,// Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
ImGuiConfigFlags_ViewportsNoMerge=1<<12,// All floating windows will always create their own viewport and platform window.
ImGuiConfigFlags_ViewportsDecoration=1<<13,// FIXME [Broken] Enable platform decoration for all secondary viewports (will not set ImGuiViewportFlags_NoDecoration on them). This currently doesn't behave well in Windows because 1) By default the new window animation get in the way of our transitions, 2) It enable a minimum window size which tends to breaks resizing. You can workaround the later by setting style.WindowMinSize to a bigger value.
ImGuiConfigFlags_DpiEnableScaleViewports=1<<14,// FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts=1<<15,// FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Application is using a touch screen instead of a mouse.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_None=0,
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasMouseHoveredViewport=1<<11,// Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it!
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
ImGuiColorEditFlags_NoAlpha=1<<1,// // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker=1<<2,// // ColorEdit: disable picker when clicking on colored square.
ImGuiColorEditFlags_NoOptions=1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview=1<<4,// // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs=1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoTooltip=1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel=1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview=1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
ImGuiColorEditFlags_AlphaBar=1<<16,// // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview=1<<17,// // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR=1<<19,// // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_RGB=1<<20,// [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
ImGuiColorEditFlags_Float=1<<24,// [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar=1<<25,// [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel=1<<26,// [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
floatAlpha;// Global alpha applies to everything in ImGui.
ImVec2WindowPadding;// Padding within a window.
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows.
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2WindowMinSize;// Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
floatChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
floatChildBorderSize;// Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
floatPopupRounding;// Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
floatPopupBorderSize;// Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
ImVec2DisplayWindowPadding;// Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
boolAntiAliasedFill;// Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
floatCurveTessellationTol;// Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImGuiConfigFlagsConfigFlags;// = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlagsBackendFlags;// = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
ImVec2DisplaySize;// <unset> // Main display size, in pixels. Used e.g. to clamp windows positions. This is the default viewport. Use BeginViewport() for other viewports.
floatIniSavingRate;// = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
constchar*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.
ImVec2DisplayFramebufferScale;// = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
boolMouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
boolConfigDockingNoSplit;// = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
boolConfigDockingWithShift;// = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
boolConfigDockingTabBarOnSingleWindows;//= false // [BETA] Make every single floating window display within a docking node.
boolConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport can be synced. Best used with ImGuiConfigFlags_ViewportsNoMerge.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
boolConfigInputTextCursorBlink;// = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
boolConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
boolConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
ImGuiIDMouseHoveredViewport;// (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
boolKeysDown[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).
ImWcharInputCharacters[16+1];// List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
boolWantCaptureMouse;// When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
boolWantCaptureKeyboard;// When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
boolWantTextInput;// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
boolWantSetMousePos;// MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
boolWantSaveIniSettings;// When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
boolNavActive;// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavVisible;// Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsRenderWindows;// Number of visible windows
intMetricsActiveWindows;// Number of active windows
intMetricsActiveAllocations;// Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
boolMouseDoubleClicked[5];// Has mouse button been double-clicked?
boolMouseReleased[5];// Mouse button went from Down to !Down
boolMouseDownOwned[5];// Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
floatMouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
floatMouseDownDurationPrev[5];// Previous time the mouse button has been down
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
structImGuiInputTextCallbackData
{
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlagsFlags;// What user passed to InputText() // Read-only
void*UserData;// What user passed to InputText() // Read-only
// Arguments for the different callback events
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
ImWcharEventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char*Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
intBufTextLen;// Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
intBufSize;// Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
boolBufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
IMGUI_APIboolInputFloat(constchar*label,float*v,floatstep,floatstep_fast,intdecimal_precision,ImGuiInputTextFlagsextra_flags=0);// Use the 'const char* format' version instead of 'decimal_precision'!
staticinlineboolIsPosHoveringAnyWindow(constImVec2&){IM_ASSERT(0);returnfalse;}// This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code!
// 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.
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
// 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.
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
IMGUI_APIvoid*GetVoidPtr(ImGuiIDkey)const;// default_val is NULL
IMGUI_APIvoidSetVoidPtr(ImGuiIDkey,void*val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
// Usage:
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(intitems_count=-1,floatitems_height=-1.0f){Begin(items_count,items_height);}// NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper(){IM_ASSERT(ItemsCount==-1);}// Assert if user forgot to call End() or Step() until false.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
unsignedintElemCount;// 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[].
ImTextureIDTextureId;// 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.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef)
// 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.
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// 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.
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
IMGUI_APIvoidPushClipRect(ImVec2clip_rect_min,ImVec2clip_rect_max,boolintersect_with_current_clip_rect=false);// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_APIvoidAddRect(constImVec2&a,constImVec2&b,ImU32col,floatrounding=0.0f,introunding_corners_flags=ImDrawCornerFlags_All,floatthickness=1.0f);// a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
IMGUI_APIvoidAddConvexPolyFilled(constImVec2*points,constintnum_points,ImU32col);// Note: Anti-aliased filling requires points to be in clockwise order.
inlinevoidPathFillConvex(ImU32col){AddConvexPolyFilled(_Path.Data,_Path.Size,col);PathClear();}// Note: Anti-aliased filling requires points to be in clockwise order.
// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
ImDrawList**CmdLists;// Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
intCmdListsCount;// Number of ImDrawList* to render
intTotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
intTotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVec2DisplayPos;// Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2DisplaySize;// Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
voidClear(){Valid=false;CmdLists=NULL;CmdListsCount=TotalVtxCount=TotalIdxCount=0;DisplayPos=DisplaySize=ImVec2(0.f,0.f);}// The ImDrawList are owned by ImGuiContext!
IMGUI_APIvoidDeIndexAllBuffers();// Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&sc);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
intFontNo;// 0 // Index of font within TTF/OTF file
floatSizePixels;// // Size in pixels for rasterizer (more or less maps to the resulting font height).
intOversampleH;// 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
intOversampleV;// 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // 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.
floatGlyphMinAdvanceX;// 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
floatGlyphMaxAdvanceX;// FLT_MAX // Maximum AdvanceX for glyphs
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsignedintRasterizerFlags;// 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
ImFontAtlasFlags_NoPowerOfTwoHeight=1<<0,// Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors=1<<1// Don't build software mouse cursors into the atlas
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_font_data,intcompressed_font_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_font_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_APIvoidClearInputData();// Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_APIvoidClearTexData();// Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearFonts();// Clear output font data (glyphs storage, UV coordinates).
IMGUI_APIvoidClear();// Clear all input and output.
// 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().
// 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.
// NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_APIconstImWchar*GetGlyphRangesDefault();// Basic Latin, Extended Latin
IMGUI_APIconstImWchar*GetGlyphRangesKorean();// Default + Korean characters
IMGUI_APIconstImWchar*GetGlyphRangesJapanese();// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseFull();// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_APIconstImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
IMGUI_APIvoidAddRanges(constImWchar*ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_APIvoidBuildRanges(ImVector<ImWchar>*out_ranges);// Output new ranges
};
//-------------------------------------------
// Custom Rectangles/Glyphs API
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
structCustomRect
{
unsignedintID;// Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
IMGUI_APIintAddCustomRectRegular(unsignedintid,intwidth,intheight);// Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
IMGUI_APIintAddCustomRectFontGlyph(ImFont*font,ImWcharid,intwidth,intheight,floatadvance_x,constImVec2&offset=ImVec2(0,0));// Id needs to be < 0x10000 to register a rectangle to map into a specific font.
ImTextureIDTexID;// User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
intTexDesiredWidth;// Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
intTexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel
ImVector<ImFont*>Fonts;// Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<float>IndexAdvanceX;// // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImWcharFallbackChar;// = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
// Members: Cold ~18/26 bytes
shortConfigDataCount;// ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImFontConfig*ConfigData;// // Pointer within ContainerAtlas->ConfigData
ImFontAtlas*ContainerAtlas;// // What we has been loaded into
floatAscent,Descent;// // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
intMetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
IMGUI_APIvoidAddRemapChar(ImWchardst,ImWcharsrc,booloverwrite_dst=true);// Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
// (Optional) Represent the bounds of each connected monitor/display
// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors.
structImGuiPlatformMonitor
{
ImVec2MainPos,MainSize;// Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2WorkPos,WorkSize;// (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region.
float(*Platform_GetWindowDpiScale)(ImGuiViewport*vp);// (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. IMPORTANT: this will be called _before_ the window is created, in which case the implementation is expected to use the viewport->Pos/Size fields to estimate DPI value.
void(*Platform_OnChangedViewport)(ImGuiViewport*vp);// (Optional) [BETA] (FIXME-DPI) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
void(*Platform_SetImeInputPos)(ImGuiViewport*vp,ImVec2pos);// (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box.
int(*Platform_CreateVkSurface)(ImGuiViewport*vp,ImU64vk_inst,constvoid*vk_allocators,ImU64*out_vk_surface);// (Optional) For Renderer to call into Platform code
// (Optional) List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
// List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render)
ImGuiViewport*MainViewport;// Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*>Viewports;// Main viewports, followed by all secondary viewports.
ImGuiPlatformIO(){memset(this,0,sizeof(*this));}// Zero clear
};
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends.
enumImGuiViewportFlags_
{
ImGuiViewportFlags_None=0,
ImGuiViewportFlags_NoDecoration=1<<0,// Platform Window: Disable platform decorations: title bar, borders, etc.
ImGuiViewportFlags_NoFocusOnAppearing=1<<1,// Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoInputs=1<<2,// Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoTaskBarIcon=1<<3,// Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
ImGuiViewportFlags_NoRendererClear=1<<4,// Platform Window: Renderer doesn't need to clear the framebuffer ahead.
ImGuiViewportFlags_TopMost=1<<5// Platform Window: Display on top (for tooltips only)
};
// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.
structImGuiViewport
{
ImGuiIDID;
ImGuiViewportFlagsFlags;
ImVec2Pos;// Position of viewport both in imgui space and in OS desktop/native space
ImVec2Size;// Size of viewport in pixel
floatDpiScale;// 1.0f = 96 DPI = No extra scale
ImDrawData*DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
void*RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
boolPlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
boolPlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)