19f464c52Smaya// dear imgui, v1.68 WIP 29f464c52Smaya// (headers) 39f464c52Smaya 49f464c52Smaya// See imgui.cpp file for documentation. 59f464c52Smaya// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. 69f464c52Smaya// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. 79f464c52Smaya// Get latest version at https://github.com/ocornut/imgui 89f464c52Smaya 99f464c52Smaya/* 109f464c52Smaya 119f464c52SmayaIndex of this file: 129f464c52Smaya// Header mess 139f464c52Smaya// Forward declarations and basic types 149f464c52Smaya// ImGui API (Dear ImGui end-user API) 159f464c52Smaya// Flags & Enumerations 169f464c52Smaya// ImVector<> 179f464c52Smaya// ImGuiStyle 189f464c52Smaya// ImGuiIO 199f464c52Smaya// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) 209f464c52Smaya// Obsolete functions 219f464c52Smaya// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) 229f464c52Smaya// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 239f464c52Smaya// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) 249f464c52Smaya 259f464c52Smaya*/ 269f464c52Smaya 279f464c52Smaya#pragma once 289f464c52Smaya 299f464c52Smaya// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) 309f464c52Smaya#ifdef IMGUI_USER_CONFIG 319f464c52Smaya#include IMGUI_USER_CONFIG 329f464c52Smaya#endif 339f464c52Smaya#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) 349f464c52Smaya#include "imconfig.h" 359f464c52Smaya#endif 369f464c52Smaya 379f464c52Smaya//----------------------------------------------------------------------------- 389f464c52Smaya// Header mess 399f464c52Smaya//----------------------------------------------------------------------------- 409f464c52Smaya 419f464c52Smaya#include <float.h> // FLT_MAX 429f464c52Smaya#include <stdarg.h> // va_list 439f464c52Smaya#include <stddef.h> // ptrdiff_t, NULL 449f464c52Smaya#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp 459f464c52Smaya 469f464c52Smaya// Version 479f464c52Smaya// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) 489f464c52Smaya#define IMGUI_VERSION "1.68 WIP" 499f464c52Smaya#define IMGUI_VERSION_NUM 16800 509f464c52Smaya#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) 519f464c52Smaya 529f464c52Smaya// Define attributes of all API symbols declarations (e.g. for DLL under Windows) 539f464c52Smaya// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) 549f464c52Smaya#ifndef IMGUI_API 559f464c52Smaya#define IMGUI_API 569f464c52Smaya#endif 579f464c52Smaya#ifndef IMGUI_IMPL_API 589f464c52Smaya#define IMGUI_IMPL_API IMGUI_API 599f464c52Smaya#endif 609f464c52Smaya 619f464c52Smaya// Helper Macros 629f464c52Smaya#ifndef IM_ASSERT 639f464c52Smaya#include <assert.h> 649f464c52Smaya#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h 659f464c52Smaya#endif 669f464c52Smaya#if defined(__clang__) || defined(__GNUC__) 679f464c52Smaya#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. 689f464c52Smaya#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) 699f464c52Smaya#else 709f464c52Smaya#define IM_FMTARGS(FMT) 719f464c52Smaya#define IM_FMTLIST(FMT) 729f464c52Smaya#endif 739f464c52Smaya#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! 749f464c52Smaya#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. 759f464c52Smaya#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. 769f464c52Smaya 779f464c52Smaya// Warnings 789f464c52Smaya#if defined(__clang__) 799f464c52Smaya#pragma clang diagnostic push 809f464c52Smaya#pragma clang diagnostic ignored "-Wold-style-cast" 819f464c52Smaya#if __has_warning("-Wzero-as-null-pointer-constant") 829f464c52Smaya#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" 839f464c52Smaya#endif 849f464c52Smaya#elif defined(__GNUC__) && __GNUC__ >= 8 859f464c52Smaya#pragma GCC diagnostic push 869f464c52Smaya#pragma GCC diagnostic ignored "-Wclass-memaccess" 879f464c52Smaya#endif 889f464c52Smaya 899f464c52Smaya//----------------------------------------------------------------------------- 909f464c52Smaya// Forward declarations and basic types 919f464c52Smaya//----------------------------------------------------------------------------- 929f464c52Smaya 939f464c52Smayastruct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() 949f464c52Smayastruct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) 959f464c52Smayastruct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. 969f464c52Smayastruct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) 979f464c52Smayastruct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) 989f464c52Smayastruct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) 999f464c52Smayastruct ImFont; // Runtime data for a single font within a parent ImFontAtlas 1009f464c52Smayastruct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader 1019f464c52Smayastruct ImFontConfig; // Configuration data when adding a font or merging fonts 1029f464c52Smayastruct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) 1039f464c52Smayastruct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data 1049f464c52Smayastruct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) 1059f464c52Smayastruct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) 1069f464c52Smayastruct ImGuiIO; // Main configuration and I/O between your application and ImGui 1079f464c52Smayastruct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) 1089f464c52Smayastruct ImGuiListClipper; // Helper to manually clip large list of items 1099f464c52Smayastruct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro 1109f464c52Smayastruct ImGuiPayload; // User data payload for drag and drop operations 1119f464c52Smayastruct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) 1129f464c52Smayastruct ImGuiStorage; // Helper for key->value storage 1139f464c52Smayastruct ImGuiStyle; // Runtime data for styling/colors 1149f464c52Smayastruct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) 1159f464c52Smayastruct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") 1169f464c52Smaya 1179f464c52Smaya// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) 1189f464c52Smaya// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. 1199f464c52Smaya#ifndef ImTextureID 1209f464c52Smayatypedef 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) 1219f464c52Smaya#endif 1229f464c52Smayatypedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) 1239f464c52Smayatypedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. 1249f464c52Smayatypedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling 1259f464c52Smayatypedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() 1269f464c52Smayatypedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type 1279f464c52Smayatypedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction 1289f464c52Smayatypedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) 1299f464c52Smayatypedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation 1309f464c52Smayatypedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier 1319f464c52Smayatypedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling 1329f464c52Smayatypedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. 1339f464c52Smayatypedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList 1349f464c52Smayatypedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas 1359f464c52Smayatypedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags 1369f464c52Smayatypedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() 1379f464c52Smayatypedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() 1389f464c52Smayatypedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags 1399f464c52Smayatypedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() 1409f464c52Smayatypedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() 1419f464c52Smayatypedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() 1429f464c52Smayatypedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. 1439f464c52Smayatypedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() 1449f464c52Smayatypedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() 1459f464c52Smayatypedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() 1469f464c52Smayatypedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() 1479f464c52Smayatypedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() 1489f464c52Smayatypedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() 1499f464c52Smayatypedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); 1509f464c52Smayatypedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); 1519f464c52Smaya 1529f464c52Smaya// Scalar data types 1539f464c52Smayatypedef signed int ImS32; // 32-bit signed integer == int 1549f464c52Smayatypedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) 1559f464c52Smaya#if defined(_MSC_VER) && !defined(__clang__) 1569f464c52Smayatypedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) 1579f464c52Smayatypedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) 1589f464c52Smaya#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) 1599f464c52Smaya#include <stdint.h> 1609f464c52Smayatypedef int64_t ImS64; // 64-bit signed integer (pre C++11) 1619f464c52Smayatypedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) 1629f464c52Smaya#else 1639f464c52Smayatypedef signed long long ImS64; // 64-bit signed integer (post C++11) 1649f464c52Smayatypedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) 1659f464c52Smaya#endif 1669f464c52Smaya 1679f464c52Smaya// 2D vector (often used to store positions, sizes, etc.) 1689f464c52Smayastruct ImVec2 1699f464c52Smaya{ 1709f464c52Smaya float x, y; 1719f464c52Smaya ImVec2() { x = y = 0.0f; } 1729f464c52Smaya ImVec2(float _x, float _y) { x = _x; y = _y; } 1739f464c52Smaya float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 1749f464c52Smaya float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. 1759f464c52Smaya#ifdef IM_VEC2_CLASS_EXTRA 1769f464c52Smaya IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. 1779f464c52Smaya#endif 1789f464c52Smaya}; 1799f464c52Smaya 1809f464c52Smaya// 4D vector (often used to store floating-point colors) 1819f464c52Smayastruct ImVec4 1829f464c52Smaya{ 1839f464c52Smaya float x, y, z, w; 1849f464c52Smaya ImVec4() { x = y = z = w = 0.0f; } 1859f464c52Smaya ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } 1869f464c52Smaya#ifdef IM_VEC4_CLASS_EXTRA 1879f464c52Smaya IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. 1889f464c52Smaya#endif 1899f464c52Smaya}; 1909f464c52Smaya 1919f464c52Smaya//----------------------------------------------------------------------------- 1929f464c52Smaya// ImGui: Dear ImGui end-user API 1939f464c52Smaya// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) 1949f464c52Smaya//----------------------------------------------------------------------------- 1959f464c52Smaya 1969f464c52Smayanamespace ImGui 1979f464c52Smaya{ 1989f464c52Smaya // Context creation and access 1999f464c52Smaya // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. 2009f464c52Smaya // All those functions are not reliant on the current context. 2019f464c52Smaya IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); 2029f464c52Smaya IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context 2039f464c52Smaya IMGUI_API ImGuiContext* GetCurrentContext(); 2049f464c52Smaya IMGUI_API void SetCurrentContext(ImGuiContext* ctx); 2059f464c52Smaya IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert); 2069f464c52Smaya 2079f464c52Smaya // Main 2089f464c52Smaya IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) 2099f464c52Smaya IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. 2109f464c52Smaya IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). 2119f464c52Smaya IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! 2129f464c52Smaya IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) 2139f464c52Smaya IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) 2149f464c52Smaya 2159f464c52Smaya // Demo, Debug, Information 2169f464c52Smaya IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! 2179f464c52Smaya IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. 2189f464c52Smaya IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. 2199f464c52Smaya 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) 2209f464c52Smaya IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. 2219f464c52Smaya IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. 2229f464c52Smaya IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). 2239f464c52Smaya IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" 2249f464c52Smaya 2259f464c52Smaya // Styles 2269f464c52Smaya IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) 2279f464c52Smaya IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style 2289f464c52Smaya IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font 2299f464c52Smaya 2309f464c52Smaya // Windows 2319f464c52Smaya // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. 2329f464c52Smaya // - You may append multiple times to the same window during the same frame. 2339f464c52Smaya // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, 2349f464c52Smaya // which clicking will set the boolean to false when clicked. 2359f464c52Smaya // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting 2369f464c52Smaya // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! 2379f464c52Smaya // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. 2389f464c52Smaya // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] 2399f464c52Smaya // - Note that the bottom of window stack always contains a window called "Debug". 2409f464c52Smaya IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); 2419f464c52Smaya IMGUI_API void End(); 2429f464c52Smaya 2439f464c52Smaya // Child Windows 2449f464c52Smaya // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. 2459f464c52Smaya // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). 2469f464c52Smaya // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. 2479f464c52Smaya // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] 2489f464c52Smaya IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); 2499f464c52Smaya IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); 2509f464c52Smaya IMGUI_API void EndChild(); 2519f464c52Smaya 2529f464c52Smaya // Windows Utilities 2539f464c52Smaya // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. 2549f464c52Smaya IMGUI_API bool IsWindowAppearing(); 2559f464c52Smaya IMGUI_API bool IsWindowCollapsed(); 2569f464c52Smaya IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. 2579f464c52Smaya IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! 2589f464c52Smaya IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives 2599f464c52Smaya 2609f464c52Smaya IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) 2619f464c52Smaya IMGUI_API ImVec2 GetWindowSize(); // get current window size 2629f464c52Smaya IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) 2639f464c52Smaya IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) 2649f464c52Smaya IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates 2659f464c52Smaya IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() 2669f464c52Smaya IMGUI_API float GetContentRegionAvailWidth(); // 2679f464c52Smaya IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 2689f464c52Smaya IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates 2699f464c52Smaya IMGUI_API float GetWindowContentRegionWidth(); // 2709f464c52Smaya 2719f464c52Smaya 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. 2729f464c52Smaya 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() 2739f464c52Smaya IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. 2749f464c52Smaya IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() 2759f464c52Smaya IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() 2769f464c52Smaya IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() 2779f464c52Smaya IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. 2789f464c52Smaya 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. 2799f464c52Smaya 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. 2809f464c52Smaya IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). 2819f464c52Smaya IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). 2829f464c52Smaya IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows 2839f464c52Smaya IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. 2849f464c52Smaya 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. 2859f464c52Smaya IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state 2869f464c52Smaya IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. 2879f464c52Smaya 2889f464c52Smaya // Windows Scrolling 2899f464c52Smaya IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] 2909f464c52Smaya IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] 2919f464c52Smaya IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X 2929f464c52Smaya IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y 2939f464c52Smaya IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] 2949f464c52Smaya IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] 2959f464c52Smaya IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. 2969f464c52Smaya IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. 2979f464c52Smaya 2989f464c52Smaya // Parameters stacks (shared) 2999f464c52Smaya IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font 3009f464c52Smaya IMGUI_API void PopFont(); 3019f464c52Smaya IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); 3029f464c52Smaya IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); 3039f464c52Smaya IMGUI_API void PopStyleColor(int count = 1); 3049f464c52Smaya IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); 3059f464c52Smaya IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); 3069f464c52Smaya IMGUI_API void PopStyleVar(int count = 1); 3079f464c52Smaya IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. 3089f464c52Smaya IMGUI_API ImFont* GetFont(); // get current font 3099f464c52Smaya IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied 3109f464c52Smaya IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API 3119f464c52Smaya IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier 3129f464c52Smaya IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied 3139f464c52Smaya IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied 3149f464c52Smaya 3159f464c52Smaya // Parameters stacks (current window) 3169f464c52Smaya 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) 3179f464c52Smaya IMGUI_API void PopItemWidth(); 3189f464c52Smaya IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position 3199f464c52Smaya IMGUI_API void PushTextWrapPos(float wrap_local_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 3209f464c52Smaya IMGUI_API void PopTextWrapPos(); 3219f464c52Smaya 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 3229f464c52Smaya IMGUI_API void PopAllowKeyboardFocus(); 3239f464c52Smaya 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. 3249f464c52Smaya IMGUI_API void PopButtonRepeat(); 3259f464c52Smaya 3269f464c52Smaya // Cursor / Layout 3279f464c52Smaya // - By "cursor" we mean the current output position. 3289f464c52Smaya // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. 3299f464c52Smaya IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. 3309f464c52Smaya IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. 3319f464c52Smaya IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. 3329f464c52Smaya IMGUI_API void Spacing(); // add vertical spacing. 3339f464c52Smaya IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. 3349f464c52Smaya IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 3359f464c52Smaya IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 3369f464c52Smaya IMGUI_API void BeginGroup(); // lock horizontal starting position 3379f464c52Smaya IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) 3389f464c52Smaya IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) 3399f464c52Smaya IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. 3409f464c52Smaya IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: 3419f464c52Smaya IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. 3429f464c52Smaya IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) 3439f464c52Smaya IMGUI_API void SetCursorPosY(float local_y); // 3449f464c52Smaya IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates 3459f464c52Smaya IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) 3469f464c52Smaya IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] 3479f464c52Smaya IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) 3489f464c52Smaya IMGUI_API float GetTextLineHeight(); // ~ FontSize 3499f464c52Smaya IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) 3509f464c52Smaya IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 3519f464c52Smaya IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) 3529f464c52Smaya 3539f464c52Smaya // ID stack/scopes 3549f464c52Smaya // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most 3559f464c52Smaya // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. 3569f464c52Smaya // - The resulting ID are hashes of the entire stack. 3579f464c52Smaya // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. 3589f464c52Smaya // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, 3599f464c52Smaya // whereas "str_id" denote a string that is only used as an ID and not normally displayed. 3609f464c52Smaya IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). 3619f464c52Smaya IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). 3629f464c52Smaya IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). 3639f464c52Smaya IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). 3649f464c52Smaya IMGUI_API void PopID(); // pop from the ID stack. 3659f464c52Smaya 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 3669f464c52Smaya IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); 3679f464c52Smaya IMGUI_API ImGuiID GetID(const void* ptr_id); 3689f464c52Smaya 3699f464c52Smaya // Widgets: Text 3709f464c52Smaya 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. 3719f464c52Smaya IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text 3729f464c52Smaya IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); 3739f464c52Smaya IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); 3749f464c52Smaya IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); 3759f464c52Smaya IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); 3769f464c52Smaya IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); 3779f464c52Smaya 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(). 3789f464c52Smaya IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); 3799f464c52Smaya IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets 3809f464c52Smaya IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); 3819f464c52Smaya IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() 3829f464c52Smaya IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); 3839f464c52Smaya 3849f464c52Smaya // Widgets: Main 3859f464c52Smaya // - Most widgets return true when the value has been changed or when pressed/selected 3869f464c52Smaya IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button 3879f464c52Smaya IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text 3889f464c52Smaya IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) 3899f464c52Smaya IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape 3909f464c52Smaya 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)); 3919f464c52Smaya 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 3929f464c52Smaya IMGUI_API bool Checkbox(const char* label, bool* v); 3939f464c52Smaya IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); 3949f464c52Smaya IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } 3959f464c52Smaya IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer 3969f464c52Smaya IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); 3979f464c52Smaya 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 3989f464c52Smaya 3999f464c52Smaya // Widgets: Combo Box 4009f464c52Smaya // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. 4019f464c52Smaya // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. 4029f464c52Smaya IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); 4039f464c52Smaya IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! 4049f464c52Smaya IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); 4059f464c52Smaya IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" 4069f464c52Smaya IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); 4079f464c52Smaya 4089f464c52Smaya // Widgets: Drags 4099f464c52Smaya // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 4109f464c52Smaya // - 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 4119f464c52Smaya // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. 4129f464c52Smaya // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). 4139f464c52Smaya IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound 4149f464c52Smaya IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); 4159f464c52Smaya IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); 4169f464c52Smaya IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); 4179f464c52Smaya IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); 4189f464c52Smaya IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound 4199f464c52Smaya IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); 4209f464c52Smaya IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); 4219f464c52Smaya IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); 4229f464c52Smaya IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); 4239f464c52Smaya IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); 4249f464c52Smaya IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); 4259f464c52Smaya 4269f464c52Smaya // Widgets: Sliders 4279f464c52Smaya // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. 4289f464c52Smaya // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. 4299f464c52Smaya IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders 4309f464c52Smaya IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 4319f464c52Smaya IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 4329f464c52Smaya IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 4339f464c52Smaya IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); 4349f464c52Smaya IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); 4359f464c52Smaya IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); 4369f464c52Smaya IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); 4379f464c52Smaya IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); 4389f464c52Smaya IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); 4399f464c52Smaya IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); 4409f464c52Smaya IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); 4419f464c52Smaya IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); 4429f464c52Smaya IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); 4439f464c52Smaya 4449f464c52Smaya // Widgets: Input with Keyboard 4459f464c52Smaya // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h 4469f464c52Smaya // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. 4479f464c52Smaya IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 4489f464c52Smaya IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 4499f464c52Smaya IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 4509f464c52Smaya IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 4519f464c52Smaya IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 4529f464c52Smaya IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); 4539f464c52Smaya IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); 4549f464c52Smaya IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); 4559f464c52Smaya IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); 4569f464c52Smaya IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); 4579f464c52Smaya IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); 4589f464c52Smaya IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); 4599f464c52Smaya IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); 4609f464c52Smaya 4619f464c52Smaya // 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.) 4629f464c52Smaya // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x 4639f464c52Smaya IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 4649f464c52Smaya IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); 4659f464c52Smaya IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); 4669f464c52Smaya IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); 4679f464c52Smaya 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. 4689f464c52Smaya 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. 4699f464c52Smaya 4709f464c52Smaya // Widgets: Trees 4719f464c52Smaya // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. 4729f464c52Smaya IMGUI_API bool TreeNode(const char* label); 4739f464c52Smaya IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). 4749f464c52Smaya IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " 4759f464c52Smaya IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); 4769f464c52Smaya IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); 4779f464c52Smaya IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); 4789f464c52Smaya IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 4799f464c52Smaya IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); 4809f464c52Smaya IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 4819f464c52Smaya IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); 4829f464c52Smaya IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. 4839f464c52Smaya IMGUI_API void TreePush(const void* ptr_id = NULL); // " 4849f464c52Smaya IMGUI_API void TreePop(); // ~ Unindent()+PopId() 4859f464c52Smaya IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() 4869f464c52Smaya IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode 4879f464c52Smaya IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. 4889f464c52Smaya 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(). 4899f464c52Smaya 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 4909f464c52Smaya 4919f464c52Smaya // Widgets: Selectables 4929f464c52Smaya // - A selectable highlights when hovered, and can display another color when selected. 4939f464c52Smaya // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. 4949f464c52Smaya IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height 4959f464c52Smaya IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. 4969f464c52Smaya 4979f464c52Smaya // Widgets: List Boxes 4989f464c52Smaya // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. 4999f464c52Smaya IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); 5009f464c52Smaya 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); 5019f464c52Smaya 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. if the function return true, you can output elements then call ListBoxFooter() afterwards. 5029f464c52Smaya IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " 5039f464c52Smaya IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! 5049f464c52Smaya 5059f464c52Smaya // Widgets: Data Plotting 5069f464c52Smaya 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)); 5079f464c52Smaya 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)); 5089f464c52Smaya 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)); 5099f464c52Smaya 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)); 5109f464c52Smaya 5119f464c52Smaya // Widgets: Value() Helpers. 5129f464c52Smaya // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) 5139f464c52Smaya IMGUI_API void Value(const char* prefix, bool b); 5149f464c52Smaya IMGUI_API void Value(const char* prefix, int v); 5159f464c52Smaya IMGUI_API void Value(const char* prefix, unsigned int v); 5169f464c52Smaya IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); 5179f464c52Smaya 5189f464c52Smaya // Widgets: Menus 5199f464c52Smaya IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. 5209f464c52Smaya IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! 5219f464c52Smaya IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). 5229f464c52Smaya IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! 5239f464c52Smaya IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! 5249f464c52Smaya IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! 5259f464c52Smaya 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 5269f464c52Smaya 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 5279f464c52Smaya 5289f464c52Smaya // Tooltips 5299f464c52Smaya IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). 5309f464c52Smaya IMGUI_API void EndTooltip(); 5319f464c52Smaya IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip(). 5329f464c52Smaya IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); 5339f464c52Smaya 5349f464c52Smaya // Popups, Modals 5359f464c52Smaya // The properties of popups windows are: 5369f464c52Smaya // - They block normal mouse hovering detection outside them. (*) 5379f464c52Smaya // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. 5389f464c52Smaya // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. 5399f464c52Smaya // User can manipulate the visibility state by calling OpenPopup(). 5409f464c52Smaya // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. 5419f464c52Smaya // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. 5429f464c52Smaya 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). 5439f464c52Smaya IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! 5449f464c52Smaya 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! 5459f464c52Smaya 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. 5469f464c52Smaya 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). 5479f464c52Smaya IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) 5489f464c52Smaya IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! 5499f464c52Smaya IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. 5509f464c52Smaya IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. 5519f464c52Smaya IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. 5529f464c52Smaya 5539f464c52Smaya // Columns 5549f464c52Smaya // - You can also use SameLine(pos_x) to mimic simplified columns. 5559f464c52Smaya // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) 5569f464c52Smaya IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); 5579f464c52Smaya IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished 5589f464c52Smaya IMGUI_API int GetColumnIndex(); // get current column index 5599f464c52Smaya IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column 5609f464c52Smaya IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column 5619f464c52Smaya 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 5629f464c52Smaya 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 5639f464c52Smaya IMGUI_API int GetColumnsCount(); 5649f464c52Smaya 5659f464c52Smaya // Tab Bars, Tabs 5669f464c52Smaya // [BETA API] API may evolve! 5679f464c52Smaya IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar 5689f464c52Smaya IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! 5699f464c52Smaya IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. 5709f464c52Smaya IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! 5719f464c52Smaya IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. 5729f464c52Smaya 5739f464c52Smaya // Logging/Capture 5749f464c52Smaya // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. 5759f464c52Smaya IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout) 5769f464c52Smaya IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file 5779f464c52Smaya IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard 5789f464c52Smaya IMGUI_API void LogFinish(); // stop logging (close file, etc.) 5799f464c52Smaya IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard 5809f464c52Smaya IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) 5819f464c52Smaya 5829f464c52Smaya // Drag and Drop 5839f464c52Smaya // [BETA API] API may evolve! 5849f464c52Smaya IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() 5859f464c52Smaya IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. 5869f464c52Smaya IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! 5879f464c52Smaya IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() 5889f464c52Smaya IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. 5899f464c52Smaya IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! 5909f464c52Smaya IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. 5919f464c52Smaya 5929f464c52Smaya // Clipping 5939f464c52Smaya IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 5949f464c52Smaya IMGUI_API void PopClipRect(); 5959f464c52Smaya 5969f464c52Smaya // Focus, Activation 5979f464c52Smaya // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" 5989f464c52Smaya IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. 5999f464c52Smaya 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. 6009f464c52Smaya 6019f464c52Smaya // Item/Widgets Utilities 6029f464c52Smaya // - Most of the functions are referring to the last/previous item we submitted. 6039f464c52Smaya // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. 6049f464c52Smaya IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. 6059f464c52Smaya IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) 6069f464c52Smaya IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? 6079f464c52Smaya IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() 6089f464c52Smaya IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) 6099f464c52Smaya IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. 6109f464c52Smaya IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). 6119f464c52Smaya IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. 6129f464c52Smaya IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). 6139f464c52Smaya IMGUI_API bool IsAnyItemHovered(); 6149f464c52Smaya IMGUI_API bool IsAnyItemActive(); 6159f464c52Smaya IMGUI_API bool IsAnyItemFocused(); 6169f464c52Smaya IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) 6179f464c52Smaya IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) 6189f464c52Smaya IMGUI_API ImVec2 GetItemRectSize(); // get size of last item 6199f464c52Smaya 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. 6209f464c52Smaya 6219f464c52Smaya // Miscellaneous Utilities 6229f464c52Smaya IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. 6239f464c52Smaya 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. 6249f464c52Smaya IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. 6259f464c52Smaya IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. 6269f464c52Smaya IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text 6279f464c52Smaya IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances 6289f464c52Smaya IMGUI_API const char* GetStyleColorName(ImGuiCol idx); 6299f464c52Smaya IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) 6309f464c52Smaya IMGUI_API ImGuiStorage* GetStateStorage(); 6319f464c52Smaya IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 6329f464c52Smaya 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. 6339f464c52Smaya IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame 6349f464c52Smaya IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) 6359f464c52Smaya 6369f464c52Smaya // Color Utilities 6379f464c52Smaya IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); 6389f464c52Smaya IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); 6399f464c52Smaya IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); 6409f464c52Smaya IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); 6419f464c52Smaya 6429f464c52Smaya // Inputs Utilities 6439f464c52Smaya IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] 6449f464c52Smaya 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.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! 6459f464c52Smaya 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 6469f464c52Smaya IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. 6479f464c52Smaya 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 6489f464c52Smaya IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) 6499f464c52Smaya IMGUI_API bool IsAnyMouseDown(); // is any mouse button held 6509f464c52Smaya IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) 6519f464c52Smaya IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. 6529f464c52Smaya IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) 6539f464c52Smaya IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold 6549f464c52Smaya IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. 6559f464c52Smaya IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // 6569f464c52Smaya IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls 6579f464c52Smaya IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into 6589f464c52Smaya IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold 6599f464c52Smaya IMGUI_API void ResetMouseDragDelta(int button = 0); // 6609f464c52Smaya 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 6619f464c52Smaya IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type 6629f464c52Smaya IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. 6639f464c52Smaya IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. 6649f464c52Smaya 6659f464c52Smaya // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) 6669f464c52Smaya IMGUI_API const char* GetClipboardText(); 6679f464c52Smaya IMGUI_API void SetClipboardText(const char* text); 6689f464c52Smaya 6699f464c52Smaya // Settings/.Ini Utilities 6709f464c52Smaya // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). 6719f464c52Smaya // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. 6729f464c52Smaya IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). 6739f464c52Smaya IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. 6749f464c52Smaya IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); 6759f464c52Smaya IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. 6769f464c52Smaya 6779f464c52Smaya // Memory Utilities 6789f464c52Smaya // - All those functions are not reliant on the current context. 6799f464c52Smaya // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again. 6809f464c52Smaya IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); 6819f464c52Smaya IMGUI_API void* MemAlloc(size_t size); 6829f464c52Smaya IMGUI_API void MemFree(void* ptr); 6839f464c52Smaya 6849f464c52Smaya} // namespace ImGui 6859f464c52Smaya 6869f464c52Smaya//----------------------------------------------------------------------------- 6879f464c52Smaya// Flags & Enumerations 6889f464c52Smaya//----------------------------------------------------------------------------- 6899f464c52Smaya 6909f464c52Smaya// Flags for ImGui::Begin() 6919f464c52Smayaenum ImGuiWindowFlags_ 6929f464c52Smaya{ 6939f464c52Smaya ImGuiWindowFlags_None = 0, 6949f464c52Smaya ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar 6959f464c52Smaya ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip 6969f464c52Smaya ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window 6979f464c52Smaya ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) 6989f464c52Smaya ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. 6999f464c52Smaya ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it 7009f464c52Smaya ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame 7019f464c52Smaya ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). 7029f464c52Smaya ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file 7039f464c52Smaya ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. 7049f464c52Smaya ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar 7059f464c52Smaya 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. 7069f464c52Smaya ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state 7079f464c52Smaya ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) 7089f464c52Smaya ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) 7099f464c52Smaya ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) 7109f464c52Smaya ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) 7119f464c52Smaya ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window 7129f464c52Smaya ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) 7139f464c52Smaya ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. 7149f464c52Smaya ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 7159f464c52Smaya ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, 7169f464c52Smaya ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, 7179f464c52Smaya 7189f464c52Smaya // [Internal] 7199f464c52Smaya ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) 7209f464c52Smaya ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() 7219f464c52Smaya ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() 7229f464c52Smaya ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() 7239f464c52Smaya ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() 7249f464c52Smaya ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() 7259f464c52Smaya 7269f464c52Smaya // [Obsolete] 7279f464c52Smaya //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items 7289f464c52Smaya //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) 7299f464c52Smaya}; 7309f464c52Smaya 7319f464c52Smaya// Flags for ImGui::InputText() 7329f464c52Smayaenum ImGuiInputTextFlags_ 7339f464c52Smaya{ 7349f464c52Smaya ImGuiInputTextFlags_None = 0, 7359f464c52Smaya ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ 7369f464c52Smaya ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef 7379f464c52Smaya ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z 7389f464c52Smaya ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs 7399f464c52Smaya ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus 7409f464c52Smaya ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) 7419f464c52Smaya ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) 7429f464c52Smaya ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) 7439f464c52Smaya ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. 7449f464c52Smaya ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. 7459f464c52Smaya ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field 7469f464c52Smaya 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). 7479f464c52Smaya ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally 7489f464c52Smaya ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode 7499f464c52Smaya ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode 7509f464c52Smaya ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 7519f464c52Smaya ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). 7529f464c52Smaya ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) 7539f464c52Smaya ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) 7549f464c52Smaya // [Internal] 7559f464c52Smaya ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() 7569f464c52Smaya}; 7579f464c52Smaya 7589f464c52Smaya// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() 7599f464c52Smayaenum ImGuiTreeNodeFlags_ 7609f464c52Smaya{ 7619f464c52Smaya ImGuiTreeNodeFlags_None = 0, 7629f464c52Smaya ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected 7639f464c52Smaya ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) 7649f464c52Smaya ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one 7659f464c52Smaya ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack 7669f464c52Smaya ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) 7679f464c52Smaya ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open 7689f464c52Smaya ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node 7699f464c52Smaya 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. 7709f464c52Smaya ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). 7719f464c52Smaya ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow 7729f464c52Smaya 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(). 7739f464c52Smaya //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed 7749f464c52Smaya //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible 7759f464c52Smaya ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) 7769f464c52Smaya ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog 7779f464c52Smaya 7789f464c52Smaya // Obsolete names (will be removed) 7799f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 7809f464c52Smaya , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap 7819f464c52Smaya#endif 7829f464c52Smaya}; 7839f464c52Smaya 7849f464c52Smaya// Flags for ImGui::Selectable() 7859f464c52Smayaenum ImGuiSelectableFlags_ 7869f464c52Smaya{ 7879f464c52Smaya ImGuiSelectableFlags_None = 0, 7889f464c52Smaya ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window 7899f464c52Smaya ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) 7909f464c52Smaya ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too 7919f464c52Smaya ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text 7929f464c52Smaya}; 7939f464c52Smaya 7949f464c52Smaya// Flags for ImGui::BeginCombo() 7959f464c52Smayaenum ImGuiComboFlags_ 7969f464c52Smaya{ 7979f464c52Smaya ImGuiComboFlags_None = 0, 7989f464c52Smaya ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default 7999f464c52Smaya ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() 8009f464c52Smaya ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) 8019f464c52Smaya ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible 8029f464c52Smaya ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible 8039f464c52Smaya ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button 8049f464c52Smaya ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button 8059f464c52Smaya ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest 8069f464c52Smaya}; 8079f464c52Smaya 8089f464c52Smaya// Flags for ImGui::BeginTabBar() 8099f464c52Smayaenum ImGuiTabBarFlags_ 8109f464c52Smaya{ 8119f464c52Smaya ImGuiTabBarFlags_None = 0, 8129f464c52Smaya ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list 8139f464c52Smaya ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear 8149f464c52Smaya ImGuiTabBarFlags_TabListPopupButton = 1 << 2, 8159f464c52Smaya ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. 8169f464c52Smaya ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, 8179f464c52Smaya ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab 8189f464c52Smaya ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit 8199f464c52Smaya ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit 8209f464c52Smaya ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, 8219f464c52Smaya ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown 8229f464c52Smaya}; 8239f464c52Smaya 8249f464c52Smaya// Flags for ImGui::BeginTabItem() 8259f464c52Smayaenum ImGuiTabItemFlags_ 8269f464c52Smaya{ 8279f464c52Smaya ImGuiTabItemFlags_None = 0, 8289f464c52Smaya ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. 8299f464c52Smaya ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem() 8309f464c52Smaya ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. 8319f464c52Smaya ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() 8329f464c52Smaya}; 8339f464c52Smaya 8349f464c52Smaya// Flags for ImGui::IsWindowFocused() 8359f464c52Smayaenum ImGuiFocusedFlags_ 8369f464c52Smaya{ 8379f464c52Smaya ImGuiFocusedFlags_None = 0, 8389f464c52Smaya ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused 8399f464c52Smaya ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) 8409f464c52Smaya ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead. 8419f464c52Smaya ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows 8429f464c52Smaya}; 8439f464c52Smaya 8449f464c52Smaya// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() 8459f464c52Smaya// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! 8469f464c52Smaya// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. 8479f464c52Smayaenum ImGuiHoveredFlags_ 8489f464c52Smaya{ 8499f464c52Smaya ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. 8509f464c52Smaya ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered 8519f464c52Smaya ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) 8529f464c52Smaya ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered 8539f464c52Smaya ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window 8549f464c52Smaya //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. 8559f464c52Smaya ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. 8569f464c52Smaya ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window 8579f464c52Smaya ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled 8589f464c52Smaya ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, 8599f464c52Smaya ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows 8609f464c52Smaya}; 8619f464c52Smaya 8629f464c52Smaya// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() 8639f464c52Smayaenum ImGuiDragDropFlags_ 8649f464c52Smaya{ 8659f464c52Smaya ImGuiDragDropFlags_None = 0, 8669f464c52Smaya // BeginDragDropSource() flags 8679f464c52Smaya ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. 8689f464c52Smaya ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. 8699f464c52Smaya ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. 8709f464c52Smaya ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. 8719f464c52Smaya ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. 8729f464c52Smaya ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) 8739f464c52Smaya // AcceptDragDropPayload() flags 8749f464c52Smaya ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. 8759f464c52Smaya ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. 8769f464c52Smaya ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. 8779f464c52Smaya ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. 8789f464c52Smaya}; 8799f464c52Smaya 8809f464c52Smaya// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. 8819f464c52Smaya#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. 8829f464c52Smaya#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. 8839f464c52Smaya 8849f464c52Smaya// A primary data type 8859f464c52Smayaenum ImGuiDataType_ 8869f464c52Smaya{ 8879f464c52Smaya ImGuiDataType_S32, // int 8889f464c52Smaya ImGuiDataType_U32, // unsigned int 8899f464c52Smaya ImGuiDataType_S64, // long long, __int64 8909f464c52Smaya ImGuiDataType_U64, // unsigned long long, unsigned __int64 8919f464c52Smaya ImGuiDataType_Float, // float 8929f464c52Smaya ImGuiDataType_Double, // double 8939f464c52Smaya ImGuiDataType_COUNT 8949f464c52Smaya}; 8959f464c52Smaya 8969f464c52Smaya// A cardinal direction 8979f464c52Smayaenum ImGuiDir_ 8989f464c52Smaya{ 8999f464c52Smaya ImGuiDir_None = -1, 9009f464c52Smaya ImGuiDir_Left = 0, 9019f464c52Smaya ImGuiDir_Right = 1, 9029f464c52Smaya ImGuiDir_Up = 2, 9039f464c52Smaya ImGuiDir_Down = 3, 9049f464c52Smaya ImGuiDir_COUNT 9059f464c52Smaya}; 9069f464c52Smaya 9079f464c52Smaya// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array 9089f464c52Smayaenum ImGuiKey_ 9099f464c52Smaya{ 9109f464c52Smaya ImGuiKey_Tab, 9119f464c52Smaya ImGuiKey_LeftArrow, 9129f464c52Smaya ImGuiKey_RightArrow, 9139f464c52Smaya ImGuiKey_UpArrow, 9149f464c52Smaya ImGuiKey_DownArrow, 9159f464c52Smaya ImGuiKey_PageUp, 9169f464c52Smaya ImGuiKey_PageDown, 9179f464c52Smaya ImGuiKey_Home, 9189f464c52Smaya ImGuiKey_End, 9199f464c52Smaya ImGuiKey_Insert, 9209f464c52Smaya ImGuiKey_Delete, 9219f464c52Smaya ImGuiKey_Backspace, 9229f464c52Smaya ImGuiKey_Space, 9239f464c52Smaya ImGuiKey_Enter, 9249f464c52Smaya ImGuiKey_Escape, 9259f464c52Smaya ImGuiKey_A, // for text edit CTRL+A: select all 9269f464c52Smaya ImGuiKey_C, // for text edit CTRL+C: copy 9279f464c52Smaya ImGuiKey_V, // for text edit CTRL+V: paste 9289f464c52Smaya ImGuiKey_X, // for text edit CTRL+X: cut 9299f464c52Smaya ImGuiKey_Y, // for text edit CTRL+Y: redo 9309f464c52Smaya ImGuiKey_Z, // for text edit CTRL+Z: undo 9319f464c52Smaya ImGuiKey_COUNT 9329f464c52Smaya}; 9339f464c52Smaya 9349f464c52Smaya// Gamepad/Keyboard directional navigation 9359f464c52Smaya// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. 9369f464c52Smaya// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). 9379f464c52Smaya// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. 9389f464c52Smayaenum ImGuiNavInput_ 9399f464c52Smaya{ 9409f464c52Smaya // Gamepad Mapping 9419f464c52Smaya ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) 9429f464c52Smaya ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) 9439f464c52Smaya ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) 9449f464c52Smaya ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) 9459f464c52Smaya ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) 9469f464c52Smaya ImGuiNavInput_DpadRight, // 9479f464c52Smaya ImGuiNavInput_DpadUp, // 9489f464c52Smaya ImGuiNavInput_DpadDown, // 9499f464c52Smaya ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down 9509f464c52Smaya ImGuiNavInput_LStickRight, // 9519f464c52Smaya ImGuiNavInput_LStickUp, // 9529f464c52Smaya ImGuiNavInput_LStickDown, // 9539f464c52Smaya ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 9549f464c52Smaya ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 9559f464c52Smaya ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) 9569f464c52Smaya ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 9579f464c52Smaya 9589f464c52Smaya // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. 9599f464c52Smaya // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. 9609f464c52Smaya ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt 9619f464c52Smaya ImGuiNavInput_KeyLeft_, // move left // = Arrow keys 9629f464c52Smaya ImGuiNavInput_KeyRight_, // move right 9639f464c52Smaya ImGuiNavInput_KeyUp_, // move up 9649f464c52Smaya ImGuiNavInput_KeyDown_, // move down 9659f464c52Smaya ImGuiNavInput_COUNT, 9669f464c52Smaya ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ 9679f464c52Smaya}; 9689f464c52Smaya 9699f464c52Smaya// Configuration flags stored in io.ConfigFlags. Set by user/application. 9709f464c52Smayaenum ImGuiConfigFlags_ 9719f464c52Smaya{ 9729f464c52Smaya ImGuiConfigFlags_None = 0, 9739f464c52Smaya ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. 9749f464c52Smaya ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. 9759f464c52Smaya ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. 9769f464c52Smaya ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. 9779f464c52Smaya ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. 9789f464c52Smaya ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. 9799f464c52Smaya 9809f464c52Smaya // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) 9819f464c52Smaya ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. 9829f464c52Smaya ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. 9839f464c52Smaya}; 9849f464c52Smaya 9859f464c52Smaya// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. 9869f464c52Smayaenum ImGuiBackendFlags_ 9879f464c52Smaya{ 9889f464c52Smaya ImGuiBackendFlags_None = 0, 9899f464c52Smaya ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. 9909f464c52Smaya ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. 9919f464c52Smaya ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). 9929f464c52Smaya}; 9939f464c52Smaya 9949f464c52Smaya// Enumeration for PushStyleColor() / PopStyleColor() 9959f464c52Smayaenum ImGuiCol_ 9969f464c52Smaya{ 9979f464c52Smaya ImGuiCol_Text, 9989f464c52Smaya ImGuiCol_TextDisabled, 9999f464c52Smaya ImGuiCol_WindowBg, // Background of normal windows 10009f464c52Smaya ImGuiCol_ChildBg, // Background of child windows 10019f464c52Smaya ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows 10029f464c52Smaya ImGuiCol_Border, 10039f464c52Smaya ImGuiCol_BorderShadow, 10049f464c52Smaya ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input 10059f464c52Smaya ImGuiCol_FrameBgHovered, 10069f464c52Smaya ImGuiCol_FrameBgActive, 10079f464c52Smaya ImGuiCol_TitleBg, 10089f464c52Smaya ImGuiCol_TitleBgActive, 10099f464c52Smaya ImGuiCol_TitleBgCollapsed, 10109f464c52Smaya ImGuiCol_MenuBarBg, 10119f464c52Smaya ImGuiCol_ScrollbarBg, 10129f464c52Smaya ImGuiCol_ScrollbarGrab, 10139f464c52Smaya ImGuiCol_ScrollbarGrabHovered, 10149f464c52Smaya ImGuiCol_ScrollbarGrabActive, 10159f464c52Smaya ImGuiCol_CheckMark, 10169f464c52Smaya ImGuiCol_SliderGrab, 10179f464c52Smaya ImGuiCol_SliderGrabActive, 10189f464c52Smaya ImGuiCol_Button, 10199f464c52Smaya ImGuiCol_ButtonHovered, 10209f464c52Smaya ImGuiCol_ButtonActive, 10219f464c52Smaya ImGuiCol_Header, 10229f464c52Smaya ImGuiCol_HeaderHovered, 10239f464c52Smaya ImGuiCol_HeaderActive, 10249f464c52Smaya ImGuiCol_Separator, 10259f464c52Smaya ImGuiCol_SeparatorHovered, 10269f464c52Smaya ImGuiCol_SeparatorActive, 10279f464c52Smaya ImGuiCol_ResizeGrip, 10289f464c52Smaya ImGuiCol_ResizeGripHovered, 10299f464c52Smaya ImGuiCol_ResizeGripActive, 10309f464c52Smaya ImGuiCol_Tab, 10319f464c52Smaya ImGuiCol_TabHovered, 10329f464c52Smaya ImGuiCol_TabActive, 10339f464c52Smaya ImGuiCol_TabUnfocused, 10349f464c52Smaya ImGuiCol_TabUnfocusedActive, 10359f464c52Smaya ImGuiCol_PlotLines, 10369f464c52Smaya ImGuiCol_PlotLinesHovered, 10379f464c52Smaya ImGuiCol_PlotHistogram, 10389f464c52Smaya ImGuiCol_PlotHistogramHovered, 10399f464c52Smaya ImGuiCol_TextSelectedBg, 10409f464c52Smaya ImGuiCol_DragDropTarget, 10419f464c52Smaya ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item 10429f464c52Smaya ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB 10439f464c52Smaya ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active 10449f464c52Smaya ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active 10459f464c52Smaya ImGuiCol_COUNT 10469f464c52Smaya 10479f464c52Smaya // Obsolete names (will be removed) 10489f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 10499f464c52Smaya , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] 10509f464c52Smaya , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] 10519f464c52Smaya , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] 10529f464c52Smaya //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. 10539f464c52Smaya //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. 10549f464c52Smaya#endif 10559f464c52Smaya}; 10569f464c52Smaya 10579f464c52Smaya// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. 10589f464c52Smaya// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. 10599f464c52Smaya// 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. 10609f464c52Smayaenum ImGuiStyleVar_ 10619f464c52Smaya{ 10629f464c52Smaya // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions) 10639f464c52Smaya ImGuiStyleVar_Alpha, // float Alpha 10649f464c52Smaya ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding 10659f464c52Smaya ImGuiStyleVar_WindowRounding, // float WindowRounding 10669f464c52Smaya ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize 10679f464c52Smaya ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize 10689f464c52Smaya ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign 10699f464c52Smaya ImGuiStyleVar_ChildRounding, // float ChildRounding 10709f464c52Smaya ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize 10719f464c52Smaya ImGuiStyleVar_PopupRounding, // float PopupRounding 10729f464c52Smaya ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize 10739f464c52Smaya ImGuiStyleVar_FramePadding, // ImVec2 FramePadding 10749f464c52Smaya ImGuiStyleVar_FrameRounding, // float FrameRounding 10759f464c52Smaya ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize 10769f464c52Smaya ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing 10779f464c52Smaya ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing 10789f464c52Smaya ImGuiStyleVar_IndentSpacing, // float IndentSpacing 10799f464c52Smaya ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize 10809f464c52Smaya ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding 10819f464c52Smaya ImGuiStyleVar_GrabMinSize, // float GrabMinSize 10829f464c52Smaya ImGuiStyleVar_GrabRounding, // float GrabRounding 10839f464c52Smaya ImGuiStyleVar_TabRounding, // float TabRounding 10849f464c52Smaya ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign 10859f464c52Smaya ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign 10869f464c52Smaya ImGuiStyleVar_COUNT 10879f464c52Smaya 10889f464c52Smaya // Obsolete names (will be removed) 10899f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 10909f464c52Smaya , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding 10919f464c52Smaya#endif 10929f464c52Smaya}; 10939f464c52Smaya 10949f464c52Smaya// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() 10959f464c52Smayaenum ImGuiColorEditFlags_ 10969f464c52Smaya{ 10979f464c52Smaya ImGuiColorEditFlags_None = 0, 10989f464c52Smaya ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer). 10999f464c52Smaya ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. 11009f464c52Smaya ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. 11019f464c52Smaya ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) 11029f464c52Smaya ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). 11039f464c52Smaya ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. 11049f464c52Smaya ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). 11059f464c52Smaya ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. 11069f464c52Smaya ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. 11079f464c52Smaya 11089f464c52Smaya // 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. 11099f464c52Smaya ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. 11109f464c52Smaya ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. 11119f464c52Smaya ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. 11129f464c52Smaya ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). 11139f464c52Smaya ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. 11149f464c52Smaya ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // " 11159f464c52Smaya ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // " 11169f464c52Smaya ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. 11179f464c52Smaya ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. 11189f464c52Smaya ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. 11199f464c52Smaya ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. 11209f464c52Smaya 11219f464c52Smaya // [Internal] Masks 11229f464c52Smaya ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX, 11239f464c52Smaya ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, 11249f464c52Smaya ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, 11259f464c52Smaya ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() 11269f464c52Smaya}; 11279f464c52Smaya 11289f464c52Smaya// Enumeration for GetMouseCursor() 11299f464c52Smaya// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here 11309f464c52Smayaenum ImGuiMouseCursor_ 11319f464c52Smaya{ 11329f464c52Smaya ImGuiMouseCursor_None = -1, 11339f464c52Smaya ImGuiMouseCursor_Arrow = 0, 11349f464c52Smaya ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. 11359f464c52Smaya ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) 11369f464c52Smaya ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border 11379f464c52Smaya ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column 11389f464c52Smaya ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window 11399f464c52Smaya ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window 11409f464c52Smaya ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) 11419f464c52Smaya ImGuiMouseCursor_COUNT 11429f464c52Smaya 11439f464c52Smaya // Obsolete names (will be removed) 11449f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 11459f464c52Smaya , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT 11469f464c52Smaya#endif 11479f464c52Smaya}; 11489f464c52Smaya 11499f464c52Smaya// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions 11509f464c52Smaya// Represent a condition. 11519f464c52Smaya// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. 11529f464c52Smayaenum ImGuiCond_ 11539f464c52Smaya{ 11549f464c52Smaya ImGuiCond_Always = 1 << 0, // Set the variable 11559f464c52Smaya ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) 11569f464c52Smaya ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) 11579f464c52Smaya ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) 11589f464c52Smaya 11599f464c52Smaya // Obsolete names (will be removed) 11609f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 11619f464c52Smaya , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing 11629f464c52Smaya#endif 11639f464c52Smaya}; 11649f464c52Smaya 11659f464c52Smaya//----------------------------------------------------------------------------- 11669f464c52Smaya// Helper: ImVector<> 11679f464c52Smaya// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). 11689f464c52Smaya// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. 11699f464c52Smaya// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. 11709f464c52Smaya// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, 11719f464c52Smaya// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. 11729f464c52Smaya//----------------------------------------------------------------------------- 11739f464c52Smaya 11749f464c52Smayatemplate<typename T> 11759f464c52Smayastruct ImVector 11769f464c52Smaya{ 11779f464c52Smaya int Size; 11789f464c52Smaya int Capacity; 11799f464c52Smaya T* Data; 11809f464c52Smaya 11819f464c52Smaya // Provide standard typedefs but we don't use them ourselves. 11829f464c52Smaya typedef T value_type; 11839f464c52Smaya typedef value_type* iterator; 11849f464c52Smaya typedef const value_type* const_iterator; 11859f464c52Smaya 11869f464c52Smaya // Constructors, destructor 11879f464c52Smaya inline ImVector() { Size = Capacity = 0; Data = NULL; } 11889f464c52Smaya inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); } 11899f464c52Smaya inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } 11909f464c52Smaya inline ~ImVector() { if (Data) ImGui::MemFree(Data); } 11919f464c52Smaya 11929f464c52Smaya inline bool empty() const { return Size == 0; } 11939f464c52Smaya inline int size() const { return Size; } 11949f464c52Smaya inline int size_in_bytes() const { return Size * (int)sizeof(T); } 11959f464c52Smaya inline int capacity() const { return Capacity; } 11969f464c52Smaya inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } 11979f464c52Smaya inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } 11989f464c52Smaya 11999f464c52Smaya inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } 12009f464c52Smaya inline T* begin() { return Data; } 12019f464c52Smaya inline const T* begin() const { return Data; } 12029f464c52Smaya inline T* end() { return Data + Size; } 12039f464c52Smaya inline const T* end() const { return Data + Size; } 12049f464c52Smaya inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } 12059f464c52Smaya inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } 12069f464c52Smaya inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } 12079f464c52Smaya inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } 12089f464c52Smaya inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } 12099f464c52Smaya 12109f464c52Smaya inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } 12119f464c52Smaya inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } 12129f464c52Smaya inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } 12139f464c52Smaya inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; } 12149f464c52Smaya 12159f464c52Smaya // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. 12169f464c52Smaya inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } 12179f464c52Smaya inline void pop_back() { IM_ASSERT(Size > 0); Size--; } 12189f464c52Smaya inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } 12199f464c52Smaya inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } 12209f464c52Smaya inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } 12219f464c52Smaya inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } 12229f464c52Smaya inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } 12239f464c52Smaya inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } 12249f464c52Smaya inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } 12259f464c52Smaya}; 12269f464c52Smaya 12279f464c52Smaya//----------------------------------------------------------------------------- 12289f464c52Smaya// ImGuiStyle 12299f464c52Smaya// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). 12309f464c52Smaya// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, 12319f464c52Smaya// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. 12329f464c52Smaya//----------------------------------------------------------------------------- 12339f464c52Smaya 12349f464c52Smayastruct ImGuiStyle 12359f464c52Smaya{ 12369f464c52Smaya float Alpha; // Global alpha applies to everything in ImGui. 12379f464c52Smaya ImVec2 WindowPadding; // Padding within a window. 12389f464c52Smaya float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. 12399f464c52Smaya 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). 12409f464c52Smaya ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). 12419f464c52Smaya ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. 12429f464c52Smaya float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. 12439f464c52Smaya 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). 12449f464c52Smaya float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) 12459f464c52Smaya float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). 12469f464c52Smaya ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). 12479f464c52Smaya float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). 12489f464c52Smaya 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). 12499f464c52Smaya ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. 12509f464c52Smaya ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). 12519f464c52Smaya 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! 12529f464c52Smaya float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). 12539f464c52Smaya float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. 12549f464c52Smaya float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. 12559f464c52Smaya float ScrollbarRounding; // Radius of grab corners for scrollbar. 12569f464c52Smaya float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. 12579f464c52Smaya float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 12589f464c52Smaya float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. 12599f464c52Smaya float TabBorderSize; // Thickness of border around tabs. 12609f464c52Smaya ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). 12619f464c52Smaya ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). 12629f464c52Smaya ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. 12639f464c52Smaya ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! 12649f464c52Smaya float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. 12659f464c52Smaya bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. 12669f464c52Smaya bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) 12679f464c52Smaya float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. 12689f464c52Smaya ImVec4 Colors[ImGuiCol_COUNT]; 12699f464c52Smaya 12709f464c52Smaya IMGUI_API ImGuiStyle(); 12719f464c52Smaya IMGUI_API void ScaleAllSizes(float scale_factor); 12729f464c52Smaya}; 12739f464c52Smaya 12749f464c52Smaya//----------------------------------------------------------------------------- 12759f464c52Smaya// ImGuiIO 12769f464c52Smaya// Communicate most settings and inputs/outputs to Dear ImGui using this structure. 12779f464c52Smaya// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. 12789f464c52Smaya//----------------------------------------------------------------------------- 12799f464c52Smaya 12809f464c52Smayastruct ImGuiIO 12819f464c52Smaya{ 12829f464c52Smaya //------------------------------------------------------------------ 12839f464c52Smaya // Configuration (fill once) // Default value 12849f464c52Smaya //------------------------------------------------------------------ 12859f464c52Smaya 12869f464c52Smaya ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. 12879f464c52Smaya ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. 12889f464c52Smaya ImVec2 DisplaySize; // <unset> // Main display size, in pixels. 12899f464c52Smaya float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. 12909f464c52Smaya float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. 12919f464c52Smaya const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. 12929f464c52Smaya const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). 12939f464c52Smaya float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. 12949f464c52Smaya float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. 12959f464c52Smaya float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. 12969f464c52Smaya int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. 12979f464c52Smaya float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). 12989f464c52Smaya float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. 12999f464c52Smaya void* UserData; // = NULL // Store your own data for retrieval by callbacks. 13009f464c52Smaya 13019f464c52Smaya ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture. 13029f464c52Smaya float FontGlobalScale; // = 1.0f // Global scale all fonts 13039f464c52Smaya bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. 13049f464c52Smaya ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. 13059f464c52Smaya ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. 13069f464c52Smaya 13079f464c52Smaya // Miscellaneous options 13089f464c52Smaya bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. 13099f464c52Smaya bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) 13109f464c52Smaya bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) 13119f464c52Smaya bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag) 13129f464c52Smaya bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. 13139f464c52Smaya 13149f464c52Smaya //------------------------------------------------------------------ 13159f464c52Smaya // Platform Functions 13169f464c52Smaya // (the imgui_impl_xxxx back-end files are setting those up for you) 13179f464c52Smaya //------------------------------------------------------------------ 13189f464c52Smaya 13199f464c52Smaya // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. 13209f464c52Smaya const char* BackendPlatformName; // = NULL 13219f464c52Smaya const char* BackendRendererName; // = NULL 13229f464c52Smaya void* BackendPlatformUserData; // = NULL 13239f464c52Smaya void* BackendRendererUserData; // = NULL 13249f464c52Smaya void* BackendLanguageUserData; // = NULL 13259f464c52Smaya 13269f464c52Smaya // Optional: Access OS clipboard 13279f464c52Smaya // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) 13289f464c52Smaya const char* (*GetClipboardTextFn)(void* user_data); 13299f464c52Smaya void (*SetClipboardTextFn)(void* user_data, const char* text); 13309f464c52Smaya void* ClipboardUserData; 13319f464c52Smaya 13329f464c52Smaya // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) 13339f464c52Smaya // (default to use native imm32 api on Windows) 13349f464c52Smaya void (*ImeSetInputScreenPosFn)(int x, int y); 13359f464c52Smaya void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. 13369f464c52Smaya 13379f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 13389f464c52Smaya // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! 13399f464c52Smaya // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. 13409f464c52Smaya void (*RenderDrawListsFn)(ImDrawData* data); 13419f464c52Smaya#else 13429f464c52Smaya // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. 13439f464c52Smaya void* RenderDrawListsFnUnused; 13449f464c52Smaya#endif 13459f464c52Smaya 13469f464c52Smaya //------------------------------------------------------------------ 13479f464c52Smaya // Input - Fill before calling NewFrame() 13489f464c52Smaya //------------------------------------------------------------------ 13499f464c52Smaya 13509f464c52Smaya ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) 13519f464c52Smaya bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. 13529f464c52Smaya float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. 13539f464c52Smaya float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. 13549f464c52Smaya bool KeyCtrl; // Keyboard modifier pressed: Control 13559f464c52Smaya bool KeyShift; // Keyboard modifier pressed: Shift 13569f464c52Smaya bool KeyAlt; // Keyboard modifier pressed: Alt 13579f464c52Smaya bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows 13589f464c52Smaya bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). 13599f464c52Smaya float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). 13609f464c52Smaya 13619f464c52Smaya // Functions 13629f464c52Smaya IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input 13639f464c52Smaya IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string 13649f464c52Smaya IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually 13659f464c52Smaya 13669f464c52Smaya //------------------------------------------------------------------ 13679f464c52Smaya // Output - Retrieve after calling NewFrame() 13689f464c52Smaya //------------------------------------------------------------------ 13699f464c52Smaya 13709f464c52Smaya bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). 13719f464c52Smaya bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). 13729f464c52Smaya 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). 13739f464c52Smaya bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. 13749f464c52Smaya bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. 13759f464c52Smaya bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. 13769f464c52Smaya bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). 13779f464c52Smaya float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames 13789f464c52Smaya int MetricsRenderVertices; // Vertices output during last call to Render() 13799f464c52Smaya int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 13809f464c52Smaya int MetricsRenderWindows; // Number of visible windows 13819f464c52Smaya int MetricsActiveWindows; // Number of active windows 13829f464c52Smaya int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. 13839f464c52Smaya 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. 13849f464c52Smaya 13859f464c52Smaya //------------------------------------------------------------------ 13869f464c52Smaya // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! 13879f464c52Smaya //------------------------------------------------------------------ 13889f464c52Smaya 13899f464c52Smaya ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) 13909f464c52Smaya ImVec2 MouseClickedPos[5]; // Position at time of clicking 13919f464c52Smaya double MouseClickedTime[5]; // Time of last click (used to figure out double-click) 13929f464c52Smaya bool MouseClicked[5]; // Mouse button went from !Down to Down 13939f464c52Smaya bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? 13949f464c52Smaya bool MouseReleased[5]; // Mouse button went from Down to !Down 13959f464c52Smaya 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. 13969f464c52Smaya float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) 13979f464c52Smaya float MouseDownDurationPrev[5]; // Previous time the mouse button has been down 13989f464c52Smaya ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point 13999f464c52Smaya float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point 14009f464c52Smaya float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) 14019f464c52Smaya float KeysDownDurationPrev[512]; // Previous duration the key has been down 14029f464c52Smaya float NavInputsDownDuration[ImGuiNavInput_COUNT]; 14039f464c52Smaya float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; 14049f464c52Smaya ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. 14059f464c52Smaya 14069f464c52Smaya IMGUI_API ImGuiIO(); 14079f464c52Smaya}; 14089f464c52Smaya 14099f464c52Smaya//----------------------------------------------------------------------------- 14109f464c52Smaya// Misc data structures 14119f464c52Smaya//----------------------------------------------------------------------------- 14129f464c52Smaya 14139f464c52Smaya// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. 14149f464c52Smaya// The callback function should return 0 by default. 14159f464c52Smaya// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) 14169f464c52Smaya// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB 14179f464c52Smaya// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows 14189f464c52Smaya// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration 14199f464c52Smaya// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. 14209f464c52Smaya// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. 14219f464c52Smayastruct ImGuiInputTextCallbackData 14229f464c52Smaya{ 14239f464c52Smaya ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only 14249f464c52Smaya ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only 14259f464c52Smaya void* UserData; // What user passed to InputText() // Read-only 14269f464c52Smaya 14279f464c52Smaya // Arguments for the different callback events 14289f464c52Smaya // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. 14299f464c52Smaya // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. 14309f464c52Smaya ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; 14319f464c52Smaya ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] 14329f464c52Smaya char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! 14339f464c52Smaya int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() 14349f464c52Smaya int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 14359f464c52Smaya bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] 14369f464c52Smaya int CursorPos; // // Read-write // [Completion,History,Always] 14379f464c52Smaya int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) 14389f464c52Smaya int SelectionEnd; // // Read-write // [Completion,History,Always] 14399f464c52Smaya 14409f464c52Smaya // Helper functions for text manipulation. 14419f464c52Smaya // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. 14429f464c52Smaya IMGUI_API ImGuiInputTextCallbackData(); 14439f464c52Smaya IMGUI_API void DeleteChars(int pos, int bytes_count); 14449f464c52Smaya IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); 14459f464c52Smaya bool HasSelection() const { return SelectionStart != SelectionEnd; } 14469f464c52Smaya}; 14479f464c52Smaya 14489f464c52Smaya// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). 14499f464c52Smaya// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. 14509f464c52Smayastruct ImGuiSizeCallbackData 14519f464c52Smaya{ 14529f464c52Smaya void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() 14539f464c52Smaya ImVec2 Pos; // Read-only. Window position, for reference. 14549f464c52Smaya ImVec2 CurrentSize; // Read-only. Current window size. 14559f464c52Smaya ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. 14569f464c52Smaya}; 14579f464c52Smaya 14589f464c52Smaya// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() 14599f464c52Smayastruct ImGuiPayload 14609f464c52Smaya{ 14619f464c52Smaya // Members 14629f464c52Smaya void* Data; // Data (copied and owned by dear imgui) 14639f464c52Smaya int DataSize; // Data size 14649f464c52Smaya 14659f464c52Smaya // [Internal] 14669f464c52Smaya ImGuiID SourceId; // Source item id 14679f464c52Smaya ImGuiID SourceParentId; // Source parent id (if available) 14689f464c52Smaya int DataFrameCount; // Data timestamp 14699f464c52Smaya char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) 14709f464c52Smaya bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) 14719f464c52Smaya bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. 14729f464c52Smaya 14739f464c52Smaya ImGuiPayload() { Clear(); } 14749f464c52Smaya void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } 14759f464c52Smaya bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } 14769f464c52Smaya bool IsPreview() const { return Preview; } 14779f464c52Smaya bool IsDelivery() const { return Delivery; } 14789f464c52Smaya}; 14799f464c52Smaya 14809f464c52Smaya//----------------------------------------------------------------------------- 14819f464c52Smaya// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) 14829f464c52Smaya// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. 14839f464c52Smaya//----------------------------------------------------------------------------- 14849f464c52Smaya 14859f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 14869f464c52Smayanamespace ImGui 14879f464c52Smaya{ 14889f464c52Smaya // OBSOLETED in 1.66 (from Sep 2018) 14899f464c52Smaya static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } 14909f464c52Smaya // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) 14919f464c52Smaya static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } 14929f464c52Smaya // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) 14939f464c52Smaya IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! 14949f464c52Smaya IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); 14959f464c52Smaya IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); 14969f464c52Smaya IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); 14979f464c52Smaya // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) 14989f464c52Smaya static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } 14999f464c52Smaya static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } 15009f464c52Smaya static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } 15019f464c52Smaya // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) 15029f464c52Smaya static inline void ShowTestWindow() { return ShowDemoWindow(); } 15039f464c52Smaya static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } 15049f464c52Smaya static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } 15059f464c52Smaya static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } 15069f464c52Smaya static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } 15079f464c52Smaya // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) 15089f464c52Smaya IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. 15099f464c52Smaya static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } 15109f464c52Smaya static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } 15119f464c52Smaya static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } 15129f464c52Smaya // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) 15139f464c52Smaya static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } 15149f464c52Smaya static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. 15159f464c52Smaya static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } 15169f464c52Smaya static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } 15179f464c52Smaya} 15189f464c52Smayatypedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent 15199f464c52Smayatypedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; 15209f464c52Smaya#endif 15219f464c52Smaya 15229f464c52Smaya//----------------------------------------------------------------------------- 15239f464c52Smaya// Helpers 15249f464c52Smaya//----------------------------------------------------------------------------- 15259f464c52Smaya 15269f464c52Smaya// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree 15279f464c52Smaya// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. 15289f464c52Smaya// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions. 15299f464c52Smayastruct ImNewDummy {}; 15309f464c52Smayainline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } 15319f464c52Smayainline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new() 15329f464c52Smaya#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) 15339f464c52Smaya#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE 15349f464c52Smayatemplate<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } 15359f464c52Smaya 15369f464c52Smaya// 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. 15379f464c52Smaya// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); 15389f464c52Smayastruct ImGuiOnceUponAFrame 15399f464c52Smaya{ 15409f464c52Smaya ImGuiOnceUponAFrame() { RefFrame = -1; } 15419f464c52Smaya mutable int RefFrame; 15429f464c52Smaya operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } 15439f464c52Smaya}; 15449f464c52Smaya 15459f464c52Smaya// 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. 15469f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 15479f464c52Smaya#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! 15489f464c52Smaya#endif 15499f464c52Smaya 15509f464c52Smaya// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 15519f464c52Smayastruct ImGuiTextFilter 15529f464c52Smaya{ 15539f464c52Smaya IMGUI_API ImGuiTextFilter(const char* default_filter = ""); 15549f464c52Smaya IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build 15559f464c52Smaya IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; 15569f464c52Smaya IMGUI_API void Build(); 15579f464c52Smaya void Clear() { InputBuf[0] = 0; Build(); } 15589f464c52Smaya bool IsActive() const { return !Filters.empty(); } 15599f464c52Smaya 15609f464c52Smaya // [Internal] 15619f464c52Smaya struct TextRange 15629f464c52Smaya { 15639f464c52Smaya const char* b; 15649f464c52Smaya const char* e; 15659f464c52Smaya 15669f464c52Smaya TextRange() { b = e = NULL; } 15679f464c52Smaya TextRange(const char* _b, const char* _e) { b = _b; e = _e; } 15689f464c52Smaya const char* begin() const { return b; } 15699f464c52Smaya const char* end () const { return e; } 15709f464c52Smaya bool empty() const { return b == e; } 15719f464c52Smaya IMGUI_API void split(char separator, ImVector<TextRange>* out) const; 15729f464c52Smaya }; 15739f464c52Smaya char InputBuf[256]; 15749f464c52Smaya ImVector<TextRange> Filters; 15759f464c52Smaya int CountGrep; 15769f464c52Smaya}; 15779f464c52Smaya 15789f464c52Smaya// Helper: Growable text buffer for logging/accumulating text 15799f464c52Smaya// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') 15809f464c52Smayastruct ImGuiTextBuffer 15819f464c52Smaya{ 15829f464c52Smaya ImVector<char> Buf; 15839f464c52Smaya static char EmptyString[1]; 15849f464c52Smaya 15859f464c52Smaya ImGuiTextBuffer() { } 15869f464c52Smaya inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } 15879f464c52Smaya const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } 15889f464c52Smaya const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator 15899f464c52Smaya int size() const { return Buf.Size ? Buf.Size - 1 : 0; } 15909f464c52Smaya bool empty() { return Buf.Size <= 1; } 15919f464c52Smaya void clear() { Buf.clear(); } 15929f464c52Smaya void reserve(int capacity) { Buf.reserve(capacity); } 15939f464c52Smaya const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } 15949f464c52Smaya IMGUI_API void append(const char* str, const char* str_end = NULL); 15959f464c52Smaya IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); 15969f464c52Smaya IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); 15979f464c52Smaya}; 15989f464c52Smaya 15999f464c52Smaya// Helper: Key->Value storage 16009f464c52Smaya// Typically you don't have to worry about this since a storage is held within each Window. 16019f464c52Smaya// We use it to e.g. store collapse state for a tree (Int 0/1) 16029f464c52Smaya// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) 16039f464c52Smaya// You can use it as custom user storage for temporary values. Declare your own storage if, for example: 16049f464c52Smaya// - 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). 16059f464c52Smaya// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) 16069f464c52Smaya// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. 16079f464c52Smayastruct ImGuiStorage 16089f464c52Smaya{ 16099f464c52Smaya struct Pair 16109f464c52Smaya { 16119f464c52Smaya ImGuiID key; 16129f464c52Smaya union { int val_i; float val_f; void* val_p; }; 16139f464c52Smaya Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 16149f464c52Smaya Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 16159f464c52Smaya Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 16169f464c52Smaya }; 16179f464c52Smaya ImVector<Pair> Data; 16189f464c52Smaya 16199f464c52Smaya // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) 16209f464c52Smaya // - Set***() functions find pair, insertion on demand if missing. 16219f464c52Smaya // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. 16229f464c52Smaya void Clear() { Data.clear(); } 16239f464c52Smaya IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; 16249f464c52Smaya IMGUI_API void SetInt(ImGuiID key, int val); 16259f464c52Smaya IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; 16269f464c52Smaya IMGUI_API void SetBool(ImGuiID key, bool val); 16279f464c52Smaya IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; 16289f464c52Smaya IMGUI_API void SetFloat(ImGuiID key, float val); 16299f464c52Smaya IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL 16309f464c52Smaya IMGUI_API void SetVoidPtr(ImGuiID key, void* val); 16319f464c52Smaya 16329f464c52Smaya // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 16339f464c52Smaya // - 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. 16349f464c52Smaya // - 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) 16359f464c52Smaya // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; 16369f464c52Smaya IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); 16379f464c52Smaya IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); 16389f464c52Smaya IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); 16399f464c52Smaya IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); 16409f464c52Smaya 16419f464c52Smaya // Use on your own storage if you know only integer are being stored (open/close all tree nodes) 16429f464c52Smaya IMGUI_API void SetAllInt(int val); 16439f464c52Smaya 16449f464c52Smaya // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. 16459f464c52Smaya IMGUI_API void BuildSortByKey(); 16469f464c52Smaya}; 16479f464c52Smaya 16489f464c52Smaya// Helper: Manually clip large list of items. 16499f464c52Smaya// 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. 16509f464c52Smaya// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 16519f464c52Smaya// 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. 16529f464c52Smaya// Usage: 16539f464c52Smaya// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. 16549f464c52Smaya// while (clipper.Step()) 16559f464c52Smaya// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) 16569f464c52Smaya// ImGui::Text("line number %d", i); 16579f464c52Smaya// - 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). 16589f464c52Smaya// - 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. 16599f464c52Smaya// - (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.) 16609f464c52Smaya// - 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. 16619f464c52Smayastruct ImGuiListClipper 16629f464c52Smaya{ 16639f464c52Smaya float StartPosY; 16649f464c52Smaya float ItemsHeight; 16659f464c52Smaya int ItemsCount, StepNo, DisplayStart, DisplayEnd; 16669f464c52Smaya 16679f464c52Smaya // 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). 16689f464c52Smaya // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). 16699f464c52Smaya // 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(). 16709f464c52Smaya 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). 16719f464c52Smaya ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. 16729f464c52Smaya 16739f464c52Smaya IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. 16749f464c52Smaya 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. 16759f464c52Smaya IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. 16769f464c52Smaya}; 16779f464c52Smaya 16789f464c52Smaya// Helpers macros to generate 32-bits encoded colors 16799f464c52Smaya#ifdef IMGUI_USE_BGRA_PACKED_COLOR 16809f464c52Smaya#define IM_COL32_R_SHIFT 16 16819f464c52Smaya#define IM_COL32_G_SHIFT 8 16829f464c52Smaya#define IM_COL32_B_SHIFT 0 16839f464c52Smaya#define IM_COL32_A_SHIFT 24 16849f464c52Smaya#define IM_COL32_A_MASK 0xFF000000 16859f464c52Smaya#else 16869f464c52Smaya#define IM_COL32_R_SHIFT 0 16879f464c52Smaya#define IM_COL32_G_SHIFT 8 16889f464c52Smaya#define IM_COL32_B_SHIFT 16 16899f464c52Smaya#define IM_COL32_A_SHIFT 24 16909f464c52Smaya#define IM_COL32_A_MASK 0xFF000000 16919f464c52Smaya#endif 16929f464c52Smaya#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)) 16939f464c52Smaya#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF 16949f464c52Smaya#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black 16959f464c52Smaya#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 16969f464c52Smaya 16979f464c52Smaya// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) 16989f464c52Smaya// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. 16999f464c52Smaya// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. 17009f464c52Smaya// **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. 17019f464c52Smayastruct ImColor 17029f464c52Smaya{ 17039f464c52Smaya ImVec4 Value; 17049f464c52Smaya 17059f464c52Smaya ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } 17069f464c52Smaya 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; } 17079f464c52Smaya 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; } 17089f464c52Smaya ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } 17099f464c52Smaya ImColor(const ImVec4& col) { Value = col; } 17109f464c52Smaya inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } 17119f464c52Smaya inline operator ImVec4() const { return Value; } 17129f464c52Smaya 17139f464c52Smaya // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. 17149f464c52Smaya 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; } 17159f464c52Smaya 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); } 17169f464c52Smaya}; 17179f464c52Smaya 17189f464c52Smaya//----------------------------------------------------------------------------- 17199f464c52Smaya// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 17209f464c52Smaya// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 17219f464c52Smaya//----------------------------------------------------------------------------- 17229f464c52Smaya 17239f464c52Smaya// Draw callbacks for advanced uses. 17249f464c52Smaya// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, 17259f464c52Smaya// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state, 17269f464c52Smaya// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. 17279f464c52Smaya// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' 17289f464c52Smayatypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); 17299f464c52Smaya 17309f464c52Smaya// Typically, 1 command = 1 GPU draw call (unless command is a callback) 17319f464c52Smayastruct ImDrawCmd 17329f464c52Smaya{ 17339f464c52Smaya 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[]. 17349f464c52Smaya ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates 17359f464c52Smaya 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. 17369f464c52Smaya ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. 17379f464c52Smaya void* UserCallbackData; // The draw callback code can access this. 17389f464c52Smaya 17399f464c52Smaya ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } 17409f464c52Smaya}; 17419f464c52Smaya 17429f464c52Smaya// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h) 17439f464c52Smaya#ifndef ImDrawIdx 17449f464c52Smayatypedef unsigned short ImDrawIdx; 17459f464c52Smaya#endif 17469f464c52Smaya 17479f464c52Smaya// Vertex layout 17489f464c52Smaya#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 17499f464c52Smayastruct ImDrawVert 17509f464c52Smaya{ 17519f464c52Smaya ImVec2 pos; 17529f464c52Smaya ImVec2 uv; 17539f464c52Smaya ImU32 col; 17549f464c52Smaya}; 17559f464c52Smaya#else 17569f464c52Smaya// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h 17579f464c52Smaya// 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. 17589f464c52Smaya// The type has to be described within the macro (you can either declare the struct or use a typedef) 17599f464c52Smaya// 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. 17609f464c52SmayaIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; 17619f464c52Smaya#endif 17629f464c52Smaya 17639f464c52Smaya// 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. 17649f464c52Smaya// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. 17659f464c52Smayastruct ImDrawChannel 17669f464c52Smaya{ 17679f464c52Smaya ImVector<ImDrawCmd> CmdBuffer; 17689f464c52Smaya ImVector<ImDrawIdx> IdxBuffer; 17699f464c52Smaya}; 17709f464c52Smaya 17719f464c52Smayaenum ImDrawCornerFlags_ 17729f464c52Smaya{ 17739f464c52Smaya ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 17749f464c52Smaya ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 17759f464c52Smaya ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 17769f464c52Smaya ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 17779f464c52Smaya ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 17789f464c52Smaya ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC 17799f464c52Smaya ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 17809f464c52Smaya ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA 17819f464c52Smaya ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience 17829f464c52Smaya}; 17839f464c52Smaya 17849f464c52Smayaenum ImDrawListFlags_ 17859f464c52Smaya{ 17869f464c52Smaya ImDrawListFlags_None = 0, 17879f464c52Smaya ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) 17889f464c52Smaya ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices) 17899f464c52Smaya}; 17909f464c52Smaya 17919f464c52Smaya// Draw command list 17929f464c52Smaya// 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. 17939f464c52Smaya// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. 17949f464c52Smaya// You can interleave normal ImGui:: calls and adding primitives to the current draw list. 17959f464c52Smaya// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) 17969f464c52Smaya// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. 17979f464c52Smayastruct ImDrawList 17989f464c52Smaya{ 17999f464c52Smaya // This is what you have to render 18009f464c52Smaya ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. 18019f464c52Smaya ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those 18029f464c52Smaya ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. 18039f464c52Smaya ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. 18049f464c52Smaya 18059f464c52Smaya // [Internal, used while building lists] 18069f464c52Smaya const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) 18079f464c52Smaya const char* _OwnerName; // Pointer to owner window's name for debugging 18089f464c52Smaya unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size 18099f464c52Smaya ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 18109f464c52Smaya ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 18119f464c52Smaya ImVector<ImVec4> _ClipRectStack; // [Internal] 18129f464c52Smaya ImVector<ImTextureID> _TextureIdStack; // [Internal] 18139f464c52Smaya ImVector<ImVec2> _Path; // [Internal] current path building 18149f464c52Smaya int _ChannelsCurrent; // [Internal] current channel number (0) 18159f464c52Smaya int _ChannelsCount; // [Internal] number of active channels (1+) 18169f464c52Smaya ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) 18179f464c52Smaya 18189f464c52Smaya // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) 18199f464c52Smaya ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } 18209f464c52Smaya ~ImDrawList() { ClearFreeMemory(); } 18219f464c52Smaya 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) 18229f464c52Smaya IMGUI_API void PushClipRectFullScreen(); 18239f464c52Smaya IMGUI_API void PopClipRect(); 18249f464c52Smaya IMGUI_API void PushTextureID(ImTextureID texture_id); 18259f464c52Smaya IMGUI_API void PopTextureID(); 18269f464c52Smaya inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } 18279f464c52Smaya inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } 18289f464c52Smaya 18299f464c52Smaya // Primitives 18309f464c52Smaya IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); 18319f464c52Smaya 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 18329f464c52Smaya 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 18339f464c52Smaya 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); 18349f464c52Smaya IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); 18359f464c52Smaya IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); 18369f464c52Smaya IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); 18379f464c52Smaya IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); 18389f464c52Smaya IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); 18399f464c52Smaya IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); 18409f464c52Smaya IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); 18419f464c52Smaya 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); 18429f464c52Smaya 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); 18439f464c52Smaya 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); 18449f464c52Smaya 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); 18459f464c52Smaya IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness); 18469f464c52Smaya IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. 18479f464c52Smaya IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); 18489f464c52Smaya 18499f464c52Smaya // Stateful path API, add points then finish with PathFillConvex() or PathStroke() 18509f464c52Smaya inline void PathClear() { _Path.Size = 0; } 18519f464c52Smaya inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } 18529f464c52Smaya inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } 18539f464c52Smaya inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. 18549f464c52Smaya inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } 18559f464c52Smaya IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); 18569f464c52Smaya 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 18579f464c52Smaya IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); 18589f464c52Smaya IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); 18599f464c52Smaya 18609f464c52Smaya // Channels 18619f464c52Smaya // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) 18629f464c52Smaya // - 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) 18639f464c52Smaya IMGUI_API void ChannelsSplit(int channels_count); 18649f464c52Smaya IMGUI_API void ChannelsMerge(); 18659f464c52Smaya IMGUI_API void ChannelsSetCurrent(int channel_index); 18669f464c52Smaya 18679f464c52Smaya // Advanced 18689f464c52Smaya 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. 18699f464c52Smaya 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 18709f464c52Smaya IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. 18719f464c52Smaya 18729f464c52Smaya // Internal helpers 18739f464c52Smaya // NB: all primitives needs to be reserved via PrimReserve() beforehand! 18749f464c52Smaya IMGUI_API void Clear(); 18759f464c52Smaya IMGUI_API void ClearFreeMemory(); 18769f464c52Smaya IMGUI_API void PrimReserve(int idx_count, int vtx_count); 18779f464c52Smaya IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) 18789f464c52Smaya IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); 18799f464c52Smaya 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); 18809f464c52Smaya inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } 18819f464c52Smaya inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } 18829f464c52Smaya inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } 18839f464c52Smaya IMGUI_API void UpdateClipRect(); 18849f464c52Smaya IMGUI_API void UpdateTextureID(); 18859f464c52Smaya}; 18869f464c52Smaya 18879f464c52Smaya// All draw data to render an ImGui frame 18889f464c52Smaya// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) 18899f464c52Smayastruct ImDrawData 18909f464c52Smaya{ 18919f464c52Smaya bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. 18929f464c52Smaya ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. 18939f464c52Smaya int CmdListsCount; // Number of ImDrawList* to render 18949f464c52Smaya int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size 18959f464c52Smaya int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size 18969f464c52Smaya ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) 18979f464c52Smaya ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) 18989f464c52Smaya ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. 18999f464c52Smaya 19009f464c52Smaya // Functions 19019f464c52Smaya ImDrawData() { Valid = false; Clear(); } 19029f464c52Smaya ~ImDrawData() { Clear(); } 19039f464c52Smaya void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! 19049f464c52Smaya IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! 19059f464c52Smaya IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. 19069f464c52Smaya}; 19079f464c52Smaya 19089f464c52Smaya//----------------------------------------------------------------------------- 19099f464c52Smaya// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) 19109f464c52Smaya//----------------------------------------------------------------------------- 19119f464c52Smaya 19129f464c52Smayastruct ImFontConfig 19139f464c52Smaya{ 19149f464c52Smaya void* FontData; // // TTF/OTF data 19159f464c52Smaya int FontDataSize; // // TTF/OTF data size 19169f464c52Smaya bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). 19179f464c52Smaya int FontNo; // 0 // Index of font within TTF/OTF file 19189f464c52Smaya float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). 19199f464c52Smaya int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. 19209f464c52Smaya int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. 19219f464c52Smaya 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. 19229f464c52Smaya ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. 19239f464c52Smaya ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. 19249f464c52Smaya 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. 19259f464c52Smaya float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font 19269f464c52Smaya float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs 19279f464c52Smaya 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. 19289f464c52Smaya unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. 19299f464c52Smaya 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. 19309f464c52Smaya 19319f464c52Smaya // [Internal] 19329f464c52Smaya char Name[40]; // Name (strictly to ease debugging) 19339f464c52Smaya ImFont* DstFont; 19349f464c52Smaya 19359f464c52Smaya IMGUI_API ImFontConfig(); 19369f464c52Smaya}; 19379f464c52Smaya 19389f464c52Smayastruct ImFontGlyph 19399f464c52Smaya{ 19409f464c52Smaya ImWchar Codepoint; // 0x0000..0xFFFF 19419f464c52Smaya float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) 19429f464c52Smaya float X0, Y0, X1, Y1; // Glyph corners 19439f464c52Smaya float U0, V0, U1, V1; // Texture coordinates 19449f464c52Smaya}; 19459f464c52Smaya 19469f464c52Smaya// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). 19479f464c52Smaya// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. 19489f464c52Smayastruct ImFontGlyphRangesBuilder 19499f464c52Smaya{ 19509f464c52Smaya ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) 19519f464c52Smaya 19529f464c52Smaya ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } 19539f464c52Smaya bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array 19549f464c52Smaya void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array 19559f464c52Smaya void AddChar(ImWchar c) { SetBit(c); } // Add character 19569f464c52Smaya IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) 19579f464c52Smaya IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext 19589f464c52Smaya IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges 19599f464c52Smaya}; 19609f464c52Smaya 19619f464c52Smayaenum ImFontAtlasFlags_ 19629f464c52Smaya{ 19639f464c52Smaya ImFontAtlasFlags_None = 0, 19649f464c52Smaya ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two 19659f464c52Smaya ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas 19669f464c52Smaya}; 19679f464c52Smaya 19689f464c52Smaya// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: 19699f464c52Smaya// - One or more fonts. 19709f464c52Smaya// - Custom graphics data needed to render the shapes needed by Dear ImGui. 19719f464c52Smaya// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). 19729f464c52Smaya// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. 19739f464c52Smaya// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. 19749f464c52Smaya// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. 19759f464c52Smaya// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) 19769f464c52Smaya// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. 19779f464c52Smaya// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. 19789f464c52Smaya// Common pitfalls: 19799f464c52Smaya// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the 19809f464c52Smaya// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. 19819f464c52Smaya// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. 19829f464c52Smaya// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, 19839f464c52Smaya// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. 19849f464c52Smaya// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! 19859f464c52Smayastruct ImFontAtlas 19869f464c52Smaya{ 19879f464c52Smaya IMGUI_API ImFontAtlas(); 19889f464c52Smaya IMGUI_API ~ImFontAtlas(); 19899f464c52Smaya IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); 19909f464c52Smaya IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); 19919f464c52Smaya IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); 19929f464c52Smaya IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. 19939f464c52Smaya 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. 19949f464c52Smaya 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. 19959f464c52Smaya IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. 19969f464c52Smaya IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. 19979f464c52Smaya IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). 19989f464c52Smaya IMGUI_API void Clear(); // Clear all input and output. 19999f464c52Smaya 20009f464c52Smaya // Build atlas, retrieve pixel data. 20019f464c52Smaya // 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(). 20029f464c52Smaya // The pitch is always = Width * BytesPerPixels (1 or 4) 20039f464c52Smaya // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into 20049f464c52Smaya // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. 20059f464c52Smaya IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. 20069f464c52Smaya IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel 20079f464c52Smaya IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel 20089f464c52Smaya bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } 20099f464c52Smaya void SetTexID(ImTextureID id) { TexID = id; } 20109f464c52Smaya 20119f464c52Smaya //------------------------------------------- 20129f464c52Smaya // Glyph Ranges 20139f464c52Smaya //------------------------------------------- 20149f464c52Smaya 20159f464c52Smaya // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) 20169f464c52Smaya // 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. 20179f464c52Smaya // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. 20189f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 20199f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters 20209f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs 20219f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs 20229f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese 20239f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters 20249f464c52Smaya IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters 20259f464c52Smaya 20269f464c52Smaya //------------------------------------------- 20279f464c52Smaya // Custom Rectangles/Glyphs API 20289f464c52Smaya //------------------------------------------- 20299f464c52Smaya 20309f464c52Smaya // 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. 20319f464c52Smaya // 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. 20329f464c52Smaya struct CustomRect 20339f464c52Smaya { 20349f464c52Smaya unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. 20359f464c52Smaya unsigned short Width, Height; // Input // Desired rectangle dimension 20369f464c52Smaya unsigned short X, Y; // Output // Packed position in Atlas 20379f464c52Smaya float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance 20389f464c52Smaya ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset 20399f464c52Smaya ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font 20409f464c52Smaya CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } 20419f464c52Smaya bool IsPacked() const { return X != 0xFFFF; } 20429f464c52Smaya }; 20439f464c52Smaya 20449f464c52Smaya IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList 20459f464c52Smaya 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. 20469f464c52Smaya const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } 20479f464c52Smaya 20489f464c52Smaya // [Internal] 20499f464c52Smaya IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); 20509f464c52Smaya IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); 20519f464c52Smaya 20529f464c52Smaya //------------------------------------------- 20539f464c52Smaya // Members 20549f464c52Smaya //------------------------------------------- 20559f464c52Smaya 20569f464c52Smaya bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. 20579f464c52Smaya ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) 20589f464c52Smaya 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. 20599f464c52Smaya 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. 20609f464c52Smaya int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. 20619f464c52Smaya 20629f464c52Smaya // [Internal] 20639f464c52Smaya // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. 20649f464c52Smaya unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight 20659f464c52Smaya unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 20669f464c52Smaya int TexWidth; // Texture width calculated during Build(). 20679f464c52Smaya int TexHeight; // Texture height calculated during Build(). 20689f464c52Smaya ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) 20699f464c52Smaya ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel 20709f464c52Smaya 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. 20719f464c52Smaya ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas. 20729f464c52Smaya ImVector<ImFontConfig> ConfigData; // Internal data 20739f464c52Smaya int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList 20749f464c52Smaya 20759f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 20769f464c52Smaya typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ 20779f464c52Smaya#endif 20789f464c52Smaya}; 20799f464c52Smaya 20809f464c52Smaya// Font runtime data and rendering 20819f464c52Smaya// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). 20829f464c52Smayastruct ImFont 20839f464c52Smaya{ 20849f464c52Smaya // Members: Hot ~20/24 bytes (for CalcTextSize) 20859f464c52Smaya ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). 20869f464c52Smaya float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX 20879f464c52Smaya float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) 20889f464c52Smaya 20899f464c52Smaya // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) 20909f464c52Smaya ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. 20919f464c52Smaya ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs. 20929f464c52Smaya const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) 20939f464c52Smaya ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels 20949f464c52Smaya 20959f464c52Smaya // Members: Cold ~32/40 bytes 20969f464c52Smaya ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into 20979f464c52Smaya const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData 20989f464c52Smaya short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. 20999f464c52Smaya ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() 21009f464c52Smaya float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() 21019f464c52Smaya float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] 21029f464c52Smaya int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) 21039f464c52Smaya bool DirtyLookupTables; // 1 // out // 21049f464c52Smaya 21059f464c52Smaya // Methods 21069f464c52Smaya IMGUI_API ImFont(); 21079f464c52Smaya IMGUI_API ~ImFont(); 21089f464c52Smaya IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; 21099f464c52Smaya IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; 21109f464c52Smaya float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } 21119f464c52Smaya bool IsLoaded() const { return ContainerAtlas != NULL; } 21129f464c52Smaya const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; } 21139f464c52Smaya 21149f464c52Smaya // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 21159f464c52Smaya // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. 21169f464c52Smaya 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 21179f464c52Smaya IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; 21189f464c52Smaya IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; 21199f464c52Smaya 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; 21209f464c52Smaya 21219f464c52Smaya // [Internal] Don't use! 21229f464c52Smaya IMGUI_API void BuildLookupTable(); 21239f464c52Smaya IMGUI_API void ClearOutputData(); 21249f464c52Smaya IMGUI_API void GrowIndex(int new_size); 21259f464c52Smaya 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); 21269f464c52Smaya 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. 21279f464c52Smaya IMGUI_API void SetFallbackChar(ImWchar c); 21289f464c52Smaya 21299f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 21309f464c52Smaya typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ 21319f464c52Smaya#endif 21329f464c52Smaya}; 21339f464c52Smaya 21349f464c52Smaya#if defined(__clang__) 21359f464c52Smaya#pragma clang diagnostic pop 21369f464c52Smaya#elif defined(__GNUC__) && __GNUC__ >= 8 21379f464c52Smaya#pragma GCC diagnostic pop 21389f464c52Smaya#endif 21399f464c52Smaya 21409f464c52Smaya// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) 21419f464c52Smaya#ifdef IMGUI_INCLUDE_IMGUI_USER_H 21429f464c52Smaya#include "imgui_user.h" 21439f464c52Smaya#endif 2144