1 // dear imgui, v1.53 WIP
4 // See imgui.cpp file for documentation.
5 // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
6 // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
11 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
12 #include "imconfig.h" // User-editable configuration file
14 #include <float.h> // FLT_MAX
15 #include <stdarg.h> // va_list
16 #include <stddef.h> // ptrdiff_t, NULL
17 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
19 #define IMGUI_VERSION "1.53 WIP"
21 // Define attributes of all API symbols declarations, e.g. for DLL under Windows.
26 // Define assertion handler.
29 #define IM_ASSERT(_EXPR) assert(_EXPR)
33 // Some compilers support applying printf-style warnings to user functions.
34 #if defined(__clang__) || defined(__GNUC__)
35 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
36 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
38 #define IM_FMTARGS(FMT)
39 #define IM_FMTLIST(FMT)
41 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
43 #if defined(__clang__)
44 #pragma clang diagnostic push
45 #pragma clang diagnostic ignored "-Wold-style-cast"
48 // Forward declarations
49 struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
50 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
51 struct ImDrawData; // All draw command lists required to render the frame
52 struct ImDrawList; // A single draw command list (generally one per window)
53 struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
54 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
55 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
56 struct ImFontConfig; // Configuration data when adding a font or merging fonts
57 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
58 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
59 struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
60 struct ImGuiStorage; // Simple custom key value storage
61 struct ImGuiStyle; // Runtime data for styling/colors
62 struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
63 struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
64 struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
65 struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
66 struct ImGuiListClipper; // Helper to manually clip large list of items
67 struct ImGuiContext; // ImGui context (opaque)
69 // Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
70 typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
71 typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
72 typedef unsigned short ImWchar; // character for keyboard input/display
73 typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
74 typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
75 typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
76 typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
77 typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
78 typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
79 typedef int ImDrawCornerFlags; // flags: corner flags for AddRect*() etc. // enum ImDrawCornerFlags_
80 typedef int ImGuiColorEditFlags; // flags: color edit flags for Color*() // enum ImGuiColorEditFlags_
81 typedef int ImGuiWindowFlags; // flags: window flags for Begin*() // enum ImGuiWindowFlags_
82 typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
83 typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
84 typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
85 typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
86 typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() // enum ImGuiHoveredFlags_
87 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
88 typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
90 typedef unsigned __int64 ImU64; // 64-bit unsigned integer
92 typedef unsigned long long ImU64; // 64-bit unsigned integer
95 // Others helpers at bottom of the file:
96 // class ImVector<> // Lightweight std::vector like class.
97 // IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
102 ImVec2() { x = y = 0.0f; }
103 ImVec2(float _x, float _y) { x = _x; y = _y; }
104 #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
112 ImVec4() { x = y = z = w = 0.0f; }
113 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
114 #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
119 // ImGui end-user API
120 // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
124 IMGUI_API ImGuiIO& GetIO();
125 IMGUI_API ImGuiStyle& GetStyle();
126 IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
127 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
128 IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set.
129 IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render 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 instead!
130 IMGUI_API void Shutdown();
133 IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
134 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
135 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)
136 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
139 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
140 IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
141 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
142 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
143 IMGUI_API void EndChild();
144 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
145 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
146 IMGUI_API float GetContentRegionAvailWidth(); //
147 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
148 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
149 IMGUI_API float GetWindowContentRegionWidth(); //
150 IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
151 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
152 IMGUI_API ImVec2 GetWindowSize(); // get current window size
153 IMGUI_API float GetWindowWidth();
154 IMGUI_API float GetWindowHeight();
155 IMGUI_API bool IsWindowCollapsed();
156 IMGUI_API bool IsWindowAppearing();
157 IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
159 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.
160 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()
161 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
162 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
163 IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
164 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
165 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
166 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.
167 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.
168 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
169 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
170 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
171 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.
172 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
173 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
175 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
176 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
177 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
178 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
179 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
180 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
181 IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
182 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
183 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.
184 IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
185 IMGUI_API ImGuiStorage* GetStateStorage();
187 // Parameters stacks (shared)
188 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
189 IMGUI_API void PopFont();
190 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
191 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
192 IMGUI_API void PopStyleColor(int count = 1);
193 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
194 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
195 IMGUI_API void PopStyleVar(int count = 1);
196 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
197 IMGUI_API ImFont* GetFont(); // get current font
198 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
199 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
200 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
201 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
202 IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
204 // Parameters stacks (current window)
205 IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
206 IMGUI_API void PopItemWidth();
207 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
208 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
209 IMGUI_API void PopTextWrapPos();
210 IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
211 IMGUI_API void PopAllowKeyboardFocus();
212 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.
213 IMGUI_API void PopButtonRepeat();
216 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
217 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
218 IMGUI_API void NewLine(); // undo a SameLine()
219 IMGUI_API void Spacing(); // add vertical spacing
220 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
221 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0
222 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0
223 IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
224 IMGUI_API void EndGroup();
225 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
226 IMGUI_API float GetCursorPosX(); // "
227 IMGUI_API float GetCursorPosY(); // "
228 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
229 IMGUI_API void SetCursorPosX(float x); // "
230 IMGUI_API void SetCursorPosY(float y); // "
231 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
232 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
233 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
234 IMGUI_API void AlignTextToFramePadding(); // vertically align/lower upcoming text to FramePadding.y so that it will aligns to upcoming widgets (call if you have text on a line before regular widgets)
235 IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
236 IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
237 IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
240 // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
241 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
242 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
243 IMGUI_API int GetColumnIndex(); // get current column index
244 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
245 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
246 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
247 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
248 IMGUI_API int GetColumnsCount();
251 // If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
252 // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
253 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
254 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
255 IMGUI_API void PushID(const void* ptr_id);
256 IMGUI_API void PushID(int int_id);
257 IMGUI_API void PopID();
258 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
259 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
260 IMGUI_API ImGuiID GetID(const void* ptr_id);
263 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.
264 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
265 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
266 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
267 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
268 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
269 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
270 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().
271 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
272 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
273 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
274 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
275 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
276 IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
279 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
280 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
281 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
282 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));
283 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
284 IMGUI_API bool Checkbox(const char* label, bool* v);
285 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
286 IMGUI_API bool RadioButton(const char* label, bool active);
287 IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
288 IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
289 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
290 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 height_in_items = -1);
291 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));
292 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));
293 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));
294 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));
295 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
297 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
298 // 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
299 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* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
300 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* display_format = "%.3f", float power = 1.0f);
301 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* display_format = "%.3f", float power = 1.0f);
302 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* display_format = "%.3f", float power = 1.0f);
303 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* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
304 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
305 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* display_format = "%.0f");
306 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* display_format = "%.0f");
307 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* display_format = "%.0f");
308 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* display_format = "%.0f", const char* display_format_max = NULL);
310 // Widgets: Input with Keyboard
311 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
312 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
313 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
314 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
315 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
316 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
317 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
318 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
319 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
320 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
322 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
323 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
324 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
325 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
326 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
327 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
328 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
329 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
330 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
331 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
332 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
333 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
335 // 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.)
336 // 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
337 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
338 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
339 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
340 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
341 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
342 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.
345 IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
346 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // 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().
347 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
348 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
349 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
350 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
351 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
352 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
353 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
354 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
355 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
356 IMGUI_API void TreePush(const void* ptr_id = NULL); // "
357 IMGUI_API void TreePop(); // ~ Unindent()+PopId()
358 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
359 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
360 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
361 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().
362 IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
364 // Widgets: Selectable / Lists
365 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // 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
366 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
367 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
368 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);
369 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
370 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
371 IMGUI_API void ListBoxFooter(); // terminate the scrolling region
373 // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
374 IMGUI_API void Value(const char* prefix, bool b);
375 IMGUI_API void Value(const char* prefix, int v);
376 IMGUI_API void Value(const char* prefix, unsigned int v);
377 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
380 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
381 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
382 IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
383 IMGUI_API void EndTooltip();
386 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
387 IMGUI_API void EndMainMenuBar();
388 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). only call EndMenuBar() if this returns true!
389 IMGUI_API void EndMenuBar();
390 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
391 IMGUI_API void EndMenu();
392 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
393 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
396 IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
397 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened.
398 IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
399 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)
400 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
401 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
402 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
403 IMGUI_API void EndPopup();
404 IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
405 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
407 // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
408 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
409 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
410 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
411 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
412 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
413 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
416 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
417 IMGUI_API void PopClipRect();
420 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL);
421 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL);
422 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL);
425 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered by mouse (and usable)?
426 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
427 IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
428 IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
429 IMGUI_API bool IsAnyItemHovered();
430 IMGUI_API bool IsAnyItemActive();
431 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
432 IMGUI_API ImVec2 GetItemRectMax(); // "
433 IMGUI_API ImVec2 GetItemRectSize(); // "
434 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.
435 IMGUI_API bool IsWindowFocused(); // is current Begin()-ed window focused?
436 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags = 0); // is current Begin()-ed window hovered (and typically: not blocked by a popup/modal)?
437 IMGUI_API bool IsRootWindowFocused(); // is current Begin()-ed root window focused (root = top-most parent of a child, otherwise self)?
438 IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current Begin()-ed root window or any of its child (including current window) focused?
439 IMGUI_API bool IsAnyWindowHovered(); // is mouse hovering any visible window
440 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
441 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.
442 IMGUI_API float GetTime();
443 IMGUI_API int GetFrameCount();
444 IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
445 IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
446 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
447 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.
449 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
450 IMGUI_API void EndChildFrame();
452 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
453 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
454 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
455 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
458 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
459 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
460 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
461 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
462 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
463 IMGUI_API bool IsMouseDown(int button); // is mouse button held
464 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
465 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
466 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
467 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
468 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
469 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
470 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
471 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
472 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
473 IMGUI_API void ResetMouseDragDelta(int button = 0); //
474 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
475 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
476 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
477 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
479 // Helpers functions to access functions pointers in ImGui::GetIO()
480 IMGUI_API void* MemAlloc(size_t sz);
481 IMGUI_API void MemFree(void* ptr);
482 IMGUI_API const char* GetClipboardText();
483 IMGUI_API void SetClipboardText(const char* text);
485 // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
486 // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
487 IMGUI_API const char* GetVersion();
488 IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
489 IMGUI_API void DestroyContext(ImGuiContext* ctx);
490 IMGUI_API ImGuiContext* GetCurrentContext();
491 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
495 // Flags for ImGui::Begin()
496 enum ImGuiWindowFlags_
499 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
500 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
501 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
502 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
503 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel
504 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
505 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
506 //ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
507 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
508 ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
509 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
510 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.
511 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
512 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
513 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
514 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
515 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
517 ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
518 ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
519 ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
520 ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
521 ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
522 ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
525 // Flags for ImGui::InputText()
526 enum ImGuiInputTextFlags_
529 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
530 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
531 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
532 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
533 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
534 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
535 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
536 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
537 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
538 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
539 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
540 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).
541 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
542 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
543 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
544 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
546 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
549 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
550 enum ImGuiTreeNodeFlags_
552 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
553 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
554 ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
555 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
556 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
557 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
558 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
559 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.
560 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
561 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
562 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().
563 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
564 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
565 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
568 // Flags for ImGui::Selectable()
569 enum ImGuiSelectableFlags_
572 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
573 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
574 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
577 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
578 enum ImGuiHoveredFlags_
580 ImGuiHoveredFlags_Default = 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.
581 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 0, // Return true even if a popup window is normally blocking access to this item/window
582 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 1, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
583 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 2, // Return true even if an active item is blocking access to this item/window
584 ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 3, // Return true even if the position is overlapped by another window
585 ImGuiHoveredFlags_FlattenChilds = 1 << 4, // Treat all child windows as the same window (for IsWindowHovered())
586 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped
589 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
592 ImGuiKey_Tab, // for tabbing through fields
593 ImGuiKey_LeftArrow, // for text edit
594 ImGuiKey_RightArrow,// for text edit
595 ImGuiKey_UpArrow, // for text edit
596 ImGuiKey_DownArrow, // for text edit
599 ImGuiKey_Home, // for text edit
600 ImGuiKey_End, // for text edit
601 ImGuiKey_Delete, // for text edit
602 ImGuiKey_Backspace, // for text edit
603 ImGuiKey_Enter, // for text edit
604 ImGuiKey_Escape, // for text edit
605 ImGuiKey_A, // for text edit CTRL+A: select all
606 ImGuiKey_C, // for text edit CTRL+C: copy
607 ImGuiKey_V, // for text edit CTRL+V: paste
608 ImGuiKey_X, // for text edit CTRL+X: cut
609 ImGuiKey_Y, // for text edit CTRL+Y: redo
610 ImGuiKey_Z, // for text edit CTRL+Z: undo
614 // Enumeration for PushStyleColor() / PopStyleColor()
618 ImGuiCol_TextDisabled,
619 ImGuiCol_WindowBg, // Background of normal windows
620 ImGuiCol_ChildBg, // Background of child windows
621 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
623 ImGuiCol_BorderShadow,
624 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
625 ImGuiCol_FrameBgHovered,
626 ImGuiCol_FrameBgActive,
628 ImGuiCol_TitleBgActive,
629 ImGuiCol_TitleBgCollapsed,
631 ImGuiCol_ScrollbarBg,
632 ImGuiCol_ScrollbarGrab,
633 ImGuiCol_ScrollbarGrabHovered,
634 ImGuiCol_ScrollbarGrabActive,
637 ImGuiCol_SliderGrabActive,
639 ImGuiCol_ButtonHovered,
640 ImGuiCol_ButtonActive,
642 ImGuiCol_HeaderHovered,
643 ImGuiCol_HeaderActive,
645 ImGuiCol_SeparatorHovered,
646 ImGuiCol_SeparatorActive,
648 ImGuiCol_ResizeGripHovered,
649 ImGuiCol_ResizeGripActive,
650 ImGuiCol_CloseButton,
651 ImGuiCol_CloseButtonHovered,
652 ImGuiCol_CloseButtonActive,
654 ImGuiCol_PlotLinesHovered,
655 ImGuiCol_PlotHistogram,
656 ImGuiCol_PlotHistogramHovered,
657 ImGuiCol_TextSelectedBg,
658 ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
661 // Obsolete names (will be removed)
662 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
663 //, ImGuiCol_ComboBg = ImGuiCol_PopupBg // ComboBg has been merged with PopupBg, so a redirect isn't accurate.
664 , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
668 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
669 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
670 // 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.
673 // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
674 ImGuiStyleVar_Alpha, // float Alpha
675 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
676 ImGuiStyleVar_WindowRounding, // float WindowRounding
677 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
678 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
679 ImGuiStyleVar_ChildRounding, // float ChildRounding
680 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
681 ImGuiStyleVar_PopupRounding, // float PopupRounding
682 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
683 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
684 ImGuiStyleVar_FrameRounding, // float FrameRounding
685 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
686 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
687 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
688 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
689 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
690 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
693 // Obsolete names (will be removed)
694 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
695 , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
699 // Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
700 enum ImGuiColorEditFlags_
702 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
703 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
704 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
705 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
706 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
707 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
708 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
709 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
710 // 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.
711 ImGuiColorEditFlags_AlphaBar = 1 << 9, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
712 ImGuiColorEditFlags_AlphaPreview = 1 << 10, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
713 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 11, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
714 ImGuiColorEditFlags_HDR = 1 << 12, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
715 ImGuiColorEditFlags_RGB = 1 << 13, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
716 ImGuiColorEditFlags_HSV = 1 << 14, // [Inputs] // "
717 ImGuiColorEditFlags_HEX = 1 << 15, // [Inputs] // "
718 ImGuiColorEditFlags_Uint8 = 1 << 16, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
719 ImGuiColorEditFlags_Float = 1 << 17, // [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.
720 ImGuiColorEditFlags_PickerHueBar = 1 << 18, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
721 ImGuiColorEditFlags_PickerHueWheel = 1 << 19, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
723 ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
724 ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
725 ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
726 ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
729 // Enumeration for GetMouseCursor()
730 enum ImGuiMouseCursor_
732 ImGuiMouseCursor_None = -1,
733 ImGuiMouseCursor_Arrow = 0,
734 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
735 ImGuiMouseCursor_Move, // Unused
736 ImGuiMouseCursor_ResizeNS, // Unused
737 ImGuiMouseCursor_ResizeEW, // When hovering over a column
738 ImGuiMouseCursor_ResizeNESW, // Unused
739 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
740 ImGuiMouseCursor_Count_
743 // Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
744 // All those functions treat 0 as a shortcut to ImGuiCond_Always. From the point of view of the user use this as an enum (don't combine multiple values into flags).
747 ImGuiCond_Always = 1 << 0, // Set the variable
748 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
749 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
750 ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
752 // Obsolete names (will be removed)
753 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
754 , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
760 float Alpha; // Global alpha applies to everything in ImGui
761 ImVec2 WindowPadding; // Padding within a window
762 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
763 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)
764 ImVec2 WindowMinSize; // Minimum window size
765 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
766 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
767 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)
768 float PopupRounding; // Radius of popup window corners rounding.
769 float PopupBorderSize; // Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
770 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
771 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
772 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)
773 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
774 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
775 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!
776 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
777 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
778 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
779 float ScrollbarRounding; // Radius of grab corners for scrollbar
780 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
781 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
782 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
783 ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
784 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
785 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
786 bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
787 float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
788 ImVec4 Colors[ImGuiCol_COUNT];
790 IMGUI_API ImGuiStyle();
791 IMGUI_API void ScaleAllSizes(float scale_factor);
794 // This is where your app communicate with ImGui. Access via ImGui::GetIO().
795 // Read 'Programmer guide' section in .cpp file for general usage.
798 //------------------------------------------------------------------
799 // Settings (fill once) // Default value:
800 //------------------------------------------------------------------
802 ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
803 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
804 float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
805 const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
806 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
807 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
808 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
809 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
810 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
811 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
812 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
813 void* UserData; // = NULL // Store your own data for retrieval by callbacks.
815 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
816 float FontGlobalScale; // = 1.0f // Global scale all fonts
817 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
818 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
819 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
820 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
821 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
823 // Advanced/subtle behaviors
824 bool OptMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
825 bool OptCursorBlink; // = true // Enable blinking cursor, for users who consider it annoying.
827 //------------------------------------------------------------------
828 // Settings (User Functions)
829 //------------------------------------------------------------------
831 // Rendering function, will be called in Render().
832 // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
833 // See example applications if you are unsure of how to implement this.
834 void (*RenderDrawListsFn)(ImDrawData* data);
836 // Optional: access OS clipboard
837 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
838 const char* (*GetClipboardTextFn)(void* user_data);
839 void (*SetClipboardTextFn)(void* user_data, const char* text);
840 void* ClipboardUserData;
842 // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
843 // (default to posix malloc/free)
844 void* (*MemAllocFn)(size_t sz);
845 void (*MemFreeFn)(void* ptr);
847 // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
848 // (default to use native imm32 api on Windows)
849 void (*ImeSetInputScreenPosFn)(int x, int y);
850 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
852 //------------------------------------------------------------------
853 // Input - Fill before calling NewFrame()
854 //------------------------------------------------------------------
856 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
857 bool MouseDown[5]; // Mouse buttons: left, right, 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.
858 float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
859 bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
860 bool KeyCtrl; // Keyboard modifier pressed: Control
861 bool KeyShift; // Keyboard modifier pressed: Shift
862 bool KeyAlt; // Keyboard modifier pressed: Alt
863 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
864 bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
865 ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
868 IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
869 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
870 inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
872 //------------------------------------------------------------------
873 // Output - Retrieve after calling NewFrame()
874 //------------------------------------------------------------------
876 bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
877 bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
878 bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
879 bool WantMoveMouse; // [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
880 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
881 int MetricsAllocs; // Number of active memory allocations
882 int MetricsRenderVertices; // Vertices output during last call to Render()
883 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
884 int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
885 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.
887 //------------------------------------------------------------------
888 // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
889 //------------------------------------------------------------------
891 ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
892 ImVec2 MouseClickedPos[5]; // Position at time of clicking
893 float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
894 bool MouseClicked[5]; // Mouse button went from !Down to Down
895 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
896 bool MouseReleased[5]; // Mouse button went from Down to !Down
897 bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
898 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
899 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
900 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
901 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
902 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
903 float KeysDownDurationPrev[512]; // Previous duration the key has been down
908 //-----------------------------------------------------------------------------
909 // Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
910 //-----------------------------------------------------------------------------
912 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
915 static inline bool IsRootWindowOrAnyChildHovered(ImGuiHoveredFlags flags = 0) { return IsItemHovered(flags | ImGuiHoveredFlags_FlattenChilds); } // OBSOLETE 1.53+ use flags directly
916 bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE 1.52+. use SetNextWindowSize() instead if you want to set a window size.
917 static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETE 1.52+
918 static inline void SetNextWindowPosCenter(ImGuiCond cond = 0) { SetNextWindowPos(ImVec2(GetIO().DisplaySize.x * 0.5f, GetIO().DisplaySize.y * 0.5f), cond, ImVec2(0.5f, 0.5f)); } // OBSOLETE 1.52+
919 static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETE 1.51+
920 static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
921 static inline bool IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); } // OBSOLETE 1.51+
922 static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETE 1.51+
923 static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
924 static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
925 static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
926 static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
930 //-----------------------------------------------------------------------------
932 //-----------------------------------------------------------------------------
934 // 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).
935 // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
944 typedef T value_type;
945 typedef value_type* iterator;
946 typedef const value_type* const_iterator;
948 ImVector() { Size = Capacity = 0; Data = NULL; }
949 ~ImVector() { if (Data) ImGui::MemFree(Data); }
951 inline bool empty() const { return Size == 0; }
952 inline int size() const { return Size; }
953 inline int capacity() const { return Capacity; }
955 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
956 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
958 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
959 inline iterator begin() { return Data; }
960 inline const_iterator begin() const { return Data; }
961 inline iterator end() { return Data + Size; }
962 inline const_iterator end() const { return Data + Size; }
963 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
964 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
965 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
966 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
967 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; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
969 inline int _grow_capacity(int size) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; }
971 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
972 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++) Data[n] = v; Size = new_size; }
973 inline void reserve(int new_capacity)
975 if (new_capacity <= Capacity) return;
976 T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T));
978 memcpy(new_data, Data, (size_t)Size * sizeof(T));
979 ImGui::MemFree(Data);
981 Capacity = new_capacity;
984 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
985 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
987 inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
988 inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
991 // 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.
993 // static ImGuiOnceUponAFrame oaf;
995 // ImGui::Text("This will be called only once per frame");
996 struct ImGuiOnceUponAFrame
998 ImGuiOnceUponAFrame() { RefFrame = -1; }
999 mutable int RefFrame;
1000 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1003 // 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.
1004 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
1005 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
1008 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1009 struct ImGuiTextFilter
1016 TextRange() { b = e = NULL; }
1017 TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1018 const char* begin() const { return b; }
1019 const char* end() const { return e; }
1020 bool empty() const { return b == e; }
1021 char front() const { return *b; }
1022 static bool is_blank(char c) { return c == ' ' || c == '\t'; }
1023 void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
1024 IMGUI_API void split(char separator, ImVector<TextRange>& out);
1028 ImVector<TextRange> Filters;
1031 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1032 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1033 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1034 IMGUI_API void Build();
1035 void Clear() { InputBuf[0] = 0; Build(); }
1036 bool IsActive() const { return !Filters.empty(); }
1039 // Helper: Text buffer for logging/accumulating text
1040 struct ImGuiTextBuffer
1044 ImGuiTextBuffer() { Buf.push_back(0); }
1045 inline char operator[](int i) { return Buf.Data[i]; }
1046 const char* begin() const { return &Buf.front(); }
1047 const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
1048 int size() const { return Buf.Size - 1; }
1049 bool empty() { return Buf.Size <= 1; }
1050 void clear() { Buf.clear(); Buf.push_back(0); }
1051 const char* c_str() const { return Buf.Data; }
1052 IMGUI_API void append(const char* fmt, ...) IM_FMTARGS(2);
1053 IMGUI_API void appendv(const char* fmt, va_list args) IM_FMTLIST(2);
1056 // Helper: Simple Key->value storage
1057 // Typically you don't have to worry about this since a storage is held within each Window.
1058 // We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
1059 // This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
1060 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1061 // - 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).
1062 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1063 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1069 union { int val_i; float val_f; void* val_p; };
1070 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1071 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1072 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1074 ImVector<Pair> Data;
1076 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1077 // - Set***() functions find pair, insertion on demand if missing.
1078 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1079 void Clear() { Data.clear(); }
1080 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1081 IMGUI_API void SetInt(ImGuiID key, int val);
1082 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1083 IMGUI_API void SetBool(ImGuiID key, bool val);
1084 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1085 IMGUI_API void SetFloat(ImGuiID key, float val);
1086 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1087 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1089 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1090 // - 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.
1091 // - 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)
1092 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1093 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1094 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1095 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1096 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1098 // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1099 IMGUI_API void SetAllInt(int val);
1101 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1102 IMGUI_API void BuildSortByKey();
1105 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
1106 struct ImGuiTextEditCallbackData
1108 ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
1109 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1110 void* UserData; // What user passed to InputText() // Read-only
1111 bool ReadOnly; // Read-only mode // Read-only
1113 // CharFilter event:
1114 ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
1116 // Completion,History,Always events:
1117 // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
1118 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
1119 char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
1120 int BufTextLen; // Current text length in bytes // Read-write
1121 int BufSize; // Maximum text length in bytes // Read-only
1122 bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
1123 int CursorPos; // // Read-write
1124 int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
1125 int SelectionEnd; // // Read-write
1127 // NB: Helper functions for text manipulation. Calling those function loses selection.
1128 IMGUI_API void DeleteChars(int pos, int bytes_count);
1129 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1130 bool HasSelection() const { return SelectionStart != SelectionEnd; }
1133 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1134 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1135 struct ImGuiSizeConstraintCallbackData
1137 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1138 ImVec2 Pos; // Read-only. Window position, for reference.
1139 ImVec2 CurrentSize; // Read-only. Current window size.
1140 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1143 // Helpers macros to generate 32-bits encoded colors
1144 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1145 #define IM_COL32_R_SHIFT 16
1146 #define IM_COL32_G_SHIFT 8
1147 #define IM_COL32_B_SHIFT 0
1148 #define IM_COL32_A_SHIFT 24
1149 #define IM_COL32_A_MASK 0xFF000000
1151 #define IM_COL32_R_SHIFT 0
1152 #define IM_COL32_G_SHIFT 8
1153 #define IM_COL32_B_SHIFT 16
1154 #define IM_COL32_A_SHIFT 24
1155 #define IM_COL32_A_MASK 0xFF000000
1157 #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))
1158 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1159 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1160 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1162 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1163 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1164 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1165 // **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.
1170 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1171 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; }
1172 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; }
1173 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1174 ImColor(const ImVec4& col) { Value = col; }
1175 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1176 inline operator ImVec4() const { return Value; }
1178 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1179 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; }
1180 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); }
1183 // Helper: Manually clip large list of items.
1184 // 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.
1185 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1186 // 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.
1188 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1189 // while (clipper.Step())
1190 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1191 // ImGui::Text("line number %d", i);
1192 // - 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).
1193 // - 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.
1194 // - (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.)
1195 // - 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.
1196 struct ImGuiListClipper
1200 int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1202 // 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).
1203 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
1204 // 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().
1205 ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
1206 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1208 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1209 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.
1210 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1213 //-----------------------------------------------------------------------------
1215 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1216 //-----------------------------------------------------------------------------
1218 // Draw callbacks for advanced uses.
1219 // 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)
1220 // Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
1221 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
1222 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1224 // Typically, 1 command = 1 gpu draw call (unless command is a callback)
1227 unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1228 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
1229 ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1230 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1231 void* UserCallbackData; // The draw callback code can access this.
1233 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
1236 // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
1238 typedef unsigned short ImDrawIdx;
1242 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1250 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1251 // 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.
1252 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1253 // 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.
1254 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1257 // 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.
1258 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1259 struct ImDrawChannel
1261 ImVector<ImDrawCmd> CmdBuffer;
1262 ImVector<ImDrawIdx> IdxBuffer;
1265 enum ImDrawCornerFlags_
1267 ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1268 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1269 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1270 ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1271 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1272 ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1273 ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1274 ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1275 ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1278 // Draw command list
1279 // 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.
1280 // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
1281 // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
1282 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1283 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however 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)
1284 // Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
1287 // This is what you have to render
1288 ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 GPU draw call.
1289 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1290 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1292 // [Internal, used while building lists]
1293 const char* _OwnerName; // Pointer to owner window's name for debugging
1294 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1295 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1296 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1297 ImVector<ImVec4> _ClipRectStack; // [Internal]
1298 ImVector<ImTextureID> _TextureIdStack; // [Internal]
1299 ImVector<ImVec2> _Path; // [Internal] current path building
1300 int _ChannelsCurrent; // [Internal] current channel number (0)
1301 int _ChannelsCount; // [Internal] number of active channels (1+)
1302 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1304 ImDrawList() { _OwnerName = NULL; Clear(); }
1305 ~ImDrawList() { ClearFreeMemory(); }
1306 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)
1307 IMGUI_API void PushClipRectFullScreen();
1308 IMGUI_API void PopClipRect();
1309 IMGUI_API void PushTextureID(const ImTextureID& texture_id);
1310 IMGUI_API void PopTextureID();
1311 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1312 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1315 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1316 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1317 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1318 IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1319 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1320 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1321 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1322 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1323 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1324 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1325 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1326 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);
1327 IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1328 IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1329 IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1330 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
1331 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
1332 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1334 // Stateful path API, add points then finish with PathFill() or PathStroke()
1335 inline void PathClear() { _Path.resize(0); }
1336 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1337 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1338 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
1339 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
1340 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1341 IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1342 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1343 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1346 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1347 // - 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)
1348 IMGUI_API void ChannelsSplit(int channels_count);
1349 IMGUI_API void ChannelsMerge();
1350 IMGUI_API void ChannelsSetCurrent(int channel_index);
1353 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.
1354 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
1357 // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1358 IMGUI_API void Clear();
1359 IMGUI_API void ClearFreeMemory();
1360 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1361 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1362 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1363 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);
1364 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1365 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1366 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1367 IMGUI_API void UpdateClipRect();
1368 IMGUI_API void UpdateTextureID();
1371 // All draw data to render an ImGui frame
1374 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1375 ImDrawList** CmdLists;
1377 int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
1378 int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
1381 ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
1382 IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1383 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1388 void* FontData; // // TTF/OTF data
1389 int FontDataSize; // // TTF/OTF data size
1390 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1391 int FontNo; // 0 // Index of font within TTF/OTF file
1392 float SizePixels; // // Size in pixels for rasterizer.
1393 int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1394 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.
1395 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1396 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1397 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.
1398 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.
1399 unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1400 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.
1403 char Name[32]; // Name (strictly to ease debugging)
1406 IMGUI_API ImFontConfig();
1411 ImWchar Codepoint; // 0x0000..0xFFFF
1412 float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1413 float X0, Y0, X1, Y1; // Glyph corners
1414 float U0, V0, U1, V1; // Texture coordinates
1417 // Load and rasterize multiple TTF/OTF fonts into a same texture.
1418 // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
1419 // We also add custom graphic data into the texture that serves for ImGui.
1420 // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
1421 // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1422 // 3. Upload the pixels data into a texture within your graphics system.
1423 // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
1424 // IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
1427 IMGUI_API ImFontAtlas();
1428 IMGUI_API ~ImFontAtlas();
1429 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1430 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1431 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1432 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
1433 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.
1434 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.
1435 IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
1436 IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
1437 IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
1438 IMGUI_API void Clear(); // Clear all
1440 // Build atlas, retrieve pixel data.
1441 // 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().
1442 // RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
1443 // Pitch = Width * BytesPerPixels
1444 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1445 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1446 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1447 void SetTexID(ImTextureID id) { TexID = id; }
1449 //-------------------------------------------
1451 //-------------------------------------------
1453 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
1454 // 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.
1455 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
1456 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
1457 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
1458 IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Default + Japanese + full set of about 21000 CJK Unified Ideographs
1459 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
1460 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
1462 // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
1463 struct GlyphRangesBuilder
1465 ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1466 GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
1467 bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
1468 void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
1469 void AddChar(ImWchar c) { SetBit(c); } // Add character
1470 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1471 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
1472 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1475 //-------------------------------------------
1476 // Custom Rectangles/Glyphs API
1477 //-------------------------------------------
1479 // 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.
1480 // 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.
1483 unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
1484 unsigned short Width, Height; // Input // Desired rectangle dimension
1485 unsigned short X, Y; // Output // Packed position in Atlas
1486 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
1487 ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
1488 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
1489 CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
1490 bool IsPacked() const { return X != 0xFFFF; }
1493 IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
1494 IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
1495 IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
1496 const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
1498 //-------------------------------------------
1500 //-------------------------------------------
1502 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.
1503 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.
1504 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
1507 // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
1508 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
1509 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
1510 int TexWidth; // Texture width calculated during Build().
1511 int TexHeight; // Texture height calculated during Build().
1512 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
1513 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.
1514 ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
1515 ImVector<ImFontConfig> ConfigData; // Internal data
1516 int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
1519 // Font runtime data and rendering
1520 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
1523 // Members: Hot ~62/78 bytes
1524 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
1525 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
1526 ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
1527 ImVector<ImFontGlyph> Glyphs; // // All glyphs.
1528 ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
1529 ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
1530 const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
1531 float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
1532 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
1534 // Members: Cold ~18/26 bytes
1535 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
1536 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
1537 ImFontAtlas* ContainerAtlas; // // What we has been loaded into
1538 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
1539 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
1543 IMGUI_API ~ImFont();
1544 IMGUI_API void ClearOutputData();
1545 IMGUI_API void BuildLookupTable();
1546 IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
1547 IMGUI_API void SetFallbackChar(ImWchar c);
1548 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
1549 bool IsLoaded() const { return ContainerAtlas != NULL; }
1551 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
1552 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
1553 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
1554 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
1555 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
1556 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;
1559 IMGUI_API void GrowIndex(int new_size);
1560 IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
1561 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.
1563 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1564 typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
1568 #if defined(__clang__)
1569 #pragma clang diagnostic pop
1572 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
1573 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
1574 #include "imgui_user.h"