imgui.h (124730B)
1 // dear imgui, v1.50 2 // (headers) 3 4 // See imgui.cpp file for documentation. 5 // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code. 6 // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase. 7 // Get latest version at https://github.com/ocornut/imgui 8 9 #pragma once 10 11 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) 12 #include "imconfig.h" // User-editable configuration file 13 #endif 14 #include <float.h> // FLT_MAX 15 #include <stdarg.h> // va_list 16 #include <stddef.h> // ptrdiff_t, NULL 17 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp 18 19 #define IMGUI_VERSION "1.50" 20 21 // Define attributes of all API symbols declarations, e.g. for DLL under Windows. 22 #ifndef IMGUI_API 23 #define IMGUI_API 24 #endif 25 26 // Define assertion handler. 27 #ifndef IM_ASSERT 28 #include <assert.h> 29 #define IM_ASSERT(_EXPR) assert(_EXPR) 30 #endif 31 32 // Some compilers support applying printf-style warnings to user functions. 33 #if defined(__clang__) || defined(__GNUC__) 34 #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1)))) 35 #else 36 #define IM_PRINTFARGS(FMT) 37 #endif 38 39 #if defined(__clang__) 40 #pragma clang diagnostic push 41 #pragma clang diagnostic ignored "-Wold-style-cast" 42 #endif 43 44 // Forward declarations 45 struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit() 46 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) 47 struct ImDrawData; // All draw command lists required to render the frame 48 struct ImDrawList; // A single draw command list (generally one per window) 49 struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) 50 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas 51 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader 52 struct ImFontConfig; // Configuration data when adding a font or merging fonts 53 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 54 struct ImGuiIO; // Main configuration and I/O between your application and ImGui 55 struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro 56 struct ImGuiStorage; // Simple custom key value storage 57 struct ImGuiStyle; // Runtime data for styling/colors 58 struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 59 struct ImGuiTextBuffer; // Text buffer for logging/accumulating text 60 struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use) 61 struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use) 62 struct ImGuiListClipper; // Helper to manually clip large list of items 63 struct ImGuiContext; // ImGui context (opaque) 64 65 // Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file) 66 typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors) 67 typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) 68 typedef unsigned short ImWchar; // character for keyboard input/display 69 typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) 70 typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_ 71 typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_ 72 typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_ 73 typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_ 74 typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ 75 typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ 76 typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_ 77 typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ 78 typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ 79 typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ 80 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); 81 typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data); 82 83 // Others helpers at bottom of the file: 84 // class ImVector<> // Lightweight std::vector like class. 85 // IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times) 86 87 struct ImVec2 88 { 89 float x, y; 90 ImVec2() { x = y = 0.0f; } 91 ImVec2(float _x, float _y) { x = _x; y = _y; } 92 #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. 93 IM_VEC2_CLASS_EXTRA 94 #endif 95 }; 96 97 struct ImVec4 98 { 99 float x, y, z, w; 100 ImVec4() { x = y = z = w = 0.0f; } 101 ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } 102 #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4. 103 IM_VEC4_CLASS_EXTRA 104 #endif 105 }; 106 107 // ImGui end-user API 108 // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types) 109 namespace ImGui 110 { 111 // Main 112 IMGUI_API ImGuiIO& GetIO(); 113 IMGUI_API ImGuiStyle& GetStyle(); 114 IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() 115 IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render(). 116 IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set. 117 IMGUI_API void Shutdown(); 118 IMGUI_API void ShowUserGuide(); // help block 119 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) 120 IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features 121 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui (browse draw commands, individual vertices, window list, etc.) 122 123 // Window 124 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false). 125 IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually. 126 IMGUI_API void End(); // finish appending to current window, pop it off the window stack. 127 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). 128 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // " 129 IMGUI_API void EndChild(); 130 IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates 131 IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() 132 IMGUI_API float GetContentRegionAvailWidth(); // 133 IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 134 IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates 135 IMGUI_API float GetWindowContentRegionWidth(); // 136 IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives 137 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api) 138 IMGUI_API ImVec2 GetWindowSize(); // get current window size 139 IMGUI_API float GetWindowWidth(); 140 IMGUI_API float GetWindowHeight(); 141 IMGUI_API bool IsWindowCollapsed(); 142 IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows 143 144 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin() 145 IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() 146 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() 147 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. 148 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() 149 IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() 150 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() 151 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() 152 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. 153 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond 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. 154 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). 155 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). 156 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position. 157 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. 158 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state 159 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. 160 161 IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] 162 IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] 163 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X 164 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y 165 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] 166 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] 167 IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. 168 IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. 169 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 negative 'offset' to access previous widgets. 170 IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) 171 IMGUI_API ImGuiStorage* GetStateStorage(); 172 173 // Parameters stacks (shared) 174 IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font 175 IMGUI_API void PopFont(); 176 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); 177 IMGUI_API void PopStyleColor(int count = 1); 178 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); 179 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); 180 IMGUI_API void PopStyleVar(int count = 1); 181 IMGUI_API ImFont* GetFont(); // get current font 182 IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied 183 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API 184 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier 185 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied 186 187 // Parameters stacks (current window) 188 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) 189 IMGUI_API void PopItemWidth(); 190 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position 191 IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space 192 IMGUI_API void PopTextWrapPos(); 193 IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets 194 IMGUI_API void PopAllowKeyboardFocus(); 195 IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. 196 IMGUI_API void PopButtonRepeat(); 197 198 // Cursor / Layout 199 IMGUI_API void Separator(); // horizontal line 200 IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally 201 IMGUI_API void NewLine(); // undo a SameLine() 202 IMGUI_API void Spacing(); // add vertical spacing 203 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size 204 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0 205 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0 206 IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) 207 IMGUI_API void EndGroup(); 208 IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position 209 IMGUI_API float GetCursorPosX(); // " 210 IMGUI_API float GetCursorPosY(); // " 211 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // " 212 IMGUI_API void SetCursorPosX(float x); // " 213 IMGUI_API void SetCursorPosY(float y); // " 214 IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position 215 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) 216 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] 217 IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets 218 IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize() 219 IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y 220 IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y 221 222 // Columns 223 // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking. 224 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1). 225 IMGUI_API void NextColumn(); // next column 226 IMGUI_API int GetColumnIndex(); // get current column index 227 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 usually 0.0f and not resizable unless you call this 228 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 229 IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset()) 230 IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns()) 231 232 // ID scopes 233 // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. 234 // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details. 235 IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack! 236 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); 237 IMGUI_API void PushID(const void* ptr_id); 238 IMGUI_API void PushID(int int_id); 239 IMGUI_API void PopID(); 240 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed 241 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); 242 IMGUI_API ImGuiID GetID(const void* ptr_id); 243 244 // Widgets 245 IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1); 246 IMGUI_API void TextV(const char* fmt, va_list args); 247 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); 248 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args); 249 IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); 250 IMGUI_API void TextDisabledV(const char* fmt, va_list args); 251 IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(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(). 252 IMGUI_API void TextWrappedV(const char* fmt, va_list args); 253 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text 254 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets 255 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); 256 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 257 IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text() 258 IMGUI_API void BulletTextV(const char* fmt, va_list args); 259 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button 260 IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) 261 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); 262 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)); 263 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 264 IMGUI_API bool Checkbox(const char* label, bool* v); 265 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); 266 IMGUI_API bool RadioButton(const char* label, bool active); 267 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); 268 IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1); 269 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0 270 IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); 271 IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true); 272 IMGUI_API bool ColorEdit3(const char* label, float col[3]); // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x 273 IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); // " 274 IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced. 275 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)); 276 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)); 277 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)); 278 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)); 279 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); 280 281 // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds) 282 // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x 283 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound 284 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); 285 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); 286 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); 287 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f); 288 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound 289 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); 290 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); 291 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); 292 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL); 293 294 // Widgets: Input with Keyboard 295 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); 296 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); 297 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 298 IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 299 IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 300 IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0); 301 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0); 302 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0); 303 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0); 304 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0); 305 306 // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds) 307 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders 308 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 309 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 310 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 311 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); 312 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f"); 313 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f"); 314 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f"); 315 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f"); 316 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 317 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f"); 318 319 // Widgets: Trees 320 IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop(). 321 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). 322 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // " 323 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // " 324 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // " 325 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); 326 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3); 327 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3); 328 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args); 329 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args); 330 IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose 331 IMGUI_API void TreePush(const void* ptr_id = NULL); // " 332 IMGUI_API void TreePop(); // ~ Unindent()+PopId() 333 IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() 334 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode 335 IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state. 336 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(). 337 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 338 339 // Widgets: Selectable / Lists 340 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height 341 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); 342 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1); 343 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); 344 IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards. 345 IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " 346 IMGUI_API void ListBoxFooter(); // terminate the scrolling region 347 348 // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) 349 IMGUI_API void Value(const char* prefix, bool b); 350 IMGUI_API void Value(const char* prefix, int v); 351 IMGUI_API void Value(const char* prefix, unsigned int v); 352 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); 353 IMGUI_API void ValueColor(const char* prefix, const ImVec4& v); 354 IMGUI_API void ValueColor(const char* prefix, ImU32 v); 355 356 // Tooltips 357 IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins 358 IMGUI_API void SetTooltipV(const char* fmt, va_list args); 359 IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text 360 IMGUI_API void EndTooltip(); 361 362 // Menus 363 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true! 364 IMGUI_API void EndMainMenuBar(); 365 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true! 366 IMGUI_API void EndMenuBar(); 367 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! 368 IMGUI_API void EndMenu(); 369 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 370 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 371 372 // Popups 373 IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). 374 IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true! 375 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside) 376 IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp! 377 IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window. 378 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window). 379 IMGUI_API void EndPopup(); 380 IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. 381 382 // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging. 383 IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty 384 IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file 385 IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard 386 IMGUI_API void LogFinish(); // stop logging (close file, etc.) 387 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard 388 IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed) 389 390 // Clipping 391 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 392 IMGUI_API void PopClipRect(); 393 394 // Utilities 395 IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? 396 IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this 397 IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) 398 IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on) 399 IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.) 400 IMGUI_API bool IsAnyItemHovered(); 401 IMGUI_API bool IsAnyItemActive(); 402 IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space 403 IMGUI_API ImVec2 GetItemRectMax(); // " 404 IMGUI_API ImVec2 GetItemRectSize(); // " 405 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. 406 IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others) 407 IMGUI_API bool IsWindowFocused(); // is current window focused 408 IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self) 409 IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused 410 IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup) 411 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. 412 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. 413 IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window 414 IMGUI_API float GetTime(); 415 IMGUI_API int GetFrameCount(); 416 IMGUI_API const char* GetStyleColName(ImGuiCol idx); 417 IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items 418 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 419 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. 420 421 IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame 422 IMGUI_API void EndChildFrame(); 423 424 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); 425 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); 426 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); 427 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); 428 429 // Inputs 430 IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] 431 IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]! 432 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 433 IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. 434 IMGUI_API bool IsMouseDown(int button); // is mouse button held 435 IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) 436 IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. 437 IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) 438 IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup) 439 IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window 440 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup. 441 IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold 442 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls 443 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into 444 IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold 445 IMGUI_API void ResetMouseDragDelta(int button = 0); // 446 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you 447 IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type 448 IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered. 449 IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle). 450 451 // Helpers functions to access functions pointers in ImGui::GetIO() 452 IMGUI_API void* MemAlloc(size_t sz); 453 IMGUI_API void MemFree(void* ptr); 454 IMGUI_API const char* GetClipboardText(); 455 IMGUI_API void SetClipboardText(const char* text); 456 457 // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default. 458 // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context. 459 IMGUI_API const char* GetVersion(); 460 IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL); 461 IMGUI_API void DestroyContext(ImGuiContext* ctx); 462 IMGUI_API ImGuiContext* GetCurrentContext(); 463 IMGUI_API void SetCurrentContext(ImGuiContext* ctx); 464 465 // Obsolete (will be removed) 466 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 467 static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+ 468 static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ 469 static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ 470 static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ 471 static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+ 472 static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+ 473 #endif 474 475 } // namespace ImGui 476 477 // Flags for ImGui::Begin() 478 enum ImGuiWindowFlags_ 479 { 480 // Default: 0 481 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar 482 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip 483 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window 484 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) 485 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel 486 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it 487 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame 488 ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items 489 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file 490 ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs 491 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar 492 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. 493 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state 494 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) 495 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) 496 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) 497 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) 498 // [Internal] 499 ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild() 500 ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild() 501 ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild() 502 ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox() 503 ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip() 504 ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup() 505 ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal() 506 ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu() 507 }; 508 509 // Flags for ImGui::InputText() 510 enum ImGuiInputTextFlags_ 511 { 512 // Default: 0 513 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ 514 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef 515 ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z 516 ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs 517 ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus 518 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) 519 ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling) 520 ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling) 521 ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer. 522 ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character. 523 ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field 524 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). 525 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally 526 ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode 527 ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode 528 ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 529 // [Internal] 530 ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() 531 }; 532 533 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() 534 enum ImGuiTreeNodeFlags_ 535 { 536 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected 537 ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) 538 ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one 539 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack 540 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) 541 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open 542 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node 543 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. 544 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). 545 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow 546 //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed 547 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible 548 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog 549 }; 550 551 // Flags for ImGui::Selectable() 552 enum ImGuiSelectableFlags_ 553 { 554 // Default: 0 555 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window 556 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) 557 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too 558 }; 559 560 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array 561 enum ImGuiKey_ 562 { 563 ImGuiKey_Tab, // for tabbing through fields 564 ImGuiKey_LeftArrow, // for text edit 565 ImGuiKey_RightArrow,// for text edit 566 ImGuiKey_UpArrow, // for text edit 567 ImGuiKey_DownArrow, // for text edit 568 ImGuiKey_PageUp, 569 ImGuiKey_PageDown, 570 ImGuiKey_Home, // for text edit 571 ImGuiKey_End, // for text edit 572 ImGuiKey_Delete, // for text edit 573 ImGuiKey_Backspace, // for text edit 574 ImGuiKey_Enter, // for text edit 575 ImGuiKey_Escape, // for text edit 576 ImGuiKey_A, // for text edit CTRL+A: select all 577 ImGuiKey_C, // for text edit CTRL+C: copy 578 ImGuiKey_V, // for text edit CTRL+V: paste 579 ImGuiKey_X, // for text edit CTRL+X: cut 580 ImGuiKey_Y, // for text edit CTRL+Y: redo 581 ImGuiKey_Z, // for text edit CTRL+Z: undo 582 ImGuiKey_COUNT 583 }; 584 585 // Enumeration for PushStyleColor() / PopStyleColor() 586 enum ImGuiCol_ 587 { 588 ImGuiCol_Text, 589 ImGuiCol_TextDisabled, 590 ImGuiCol_WindowBg, // Background of normal windows 591 ImGuiCol_ChildWindowBg, // Background of child windows 592 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows 593 ImGuiCol_Border, 594 ImGuiCol_BorderShadow, 595 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input 596 ImGuiCol_FrameBgHovered, 597 ImGuiCol_FrameBgActive, 598 ImGuiCol_TitleBg, 599 ImGuiCol_TitleBgCollapsed, 600 ImGuiCol_TitleBgActive, 601 ImGuiCol_MenuBarBg, 602 ImGuiCol_ScrollbarBg, 603 ImGuiCol_ScrollbarGrab, 604 ImGuiCol_ScrollbarGrabHovered, 605 ImGuiCol_ScrollbarGrabActive, 606 ImGuiCol_ComboBg, 607 ImGuiCol_CheckMark, 608 ImGuiCol_SliderGrab, 609 ImGuiCol_SliderGrabActive, 610 ImGuiCol_Button, 611 ImGuiCol_ButtonHovered, 612 ImGuiCol_ButtonActive, 613 ImGuiCol_Header, 614 ImGuiCol_HeaderHovered, 615 ImGuiCol_HeaderActive, 616 ImGuiCol_Column, 617 ImGuiCol_ColumnHovered, 618 ImGuiCol_ColumnActive, 619 ImGuiCol_ResizeGrip, 620 ImGuiCol_ResizeGripHovered, 621 ImGuiCol_ResizeGripActive, 622 ImGuiCol_CloseButton, 623 ImGuiCol_CloseButtonHovered, 624 ImGuiCol_CloseButtonActive, 625 ImGuiCol_PlotLines, 626 ImGuiCol_PlotLinesHovered, 627 ImGuiCol_PlotHistogram, 628 ImGuiCol_PlotHistogramHovered, 629 ImGuiCol_TextSelectedBg, 630 ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active 631 ImGuiCol_COUNT 632 }; 633 634 // Enumeration for PushStyleVar() / PopStyleVar() 635 // NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others. 636 enum ImGuiStyleVar_ 637 { 638 ImGuiStyleVar_Alpha, // float 639 ImGuiStyleVar_WindowPadding, // ImVec2 640 ImGuiStyleVar_WindowRounding, // float 641 ImGuiStyleVar_WindowMinSize, // ImVec2 642 ImGuiStyleVar_ChildWindowRounding, // float 643 ImGuiStyleVar_FramePadding, // ImVec2 644 ImGuiStyleVar_FrameRounding, // float 645 ImGuiStyleVar_ItemSpacing, // ImVec2 646 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 647 ImGuiStyleVar_IndentSpacing, // float 648 ImGuiStyleVar_GrabMinSize, // float 649 ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_* 650 ImGuiStyleVar_Count_ 651 }; 652 653 // Enumeration for ColorEditMode() 654 // FIXME-OBSOLETE: Will be replaced by future color/picker api 655 enum ImGuiColorEditMode_ 656 { 657 ImGuiColorEditMode_UserSelect = -2, 658 ImGuiColorEditMode_UserSelectShowButton = -1, 659 ImGuiColorEditMode_RGB = 0, 660 ImGuiColorEditMode_HSV = 1, 661 ImGuiColorEditMode_HEX = 2 662 }; 663 664 // Enumeration for GetMouseCursor() 665 enum ImGuiMouseCursor_ 666 { 667 ImGuiMouseCursor_None = -1, 668 ImGuiMouseCursor_Arrow = 0, 669 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. 670 ImGuiMouseCursor_Move, // Unused 671 ImGuiMouseCursor_ResizeNS, // Unused 672 ImGuiMouseCursor_ResizeEW, // When hovering over a column 673 ImGuiMouseCursor_ResizeNESW, // Unused 674 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window 675 ImGuiMouseCursor_Count_ 676 }; 677 678 // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions 679 // All those functions treat 0 as a shortcut to ImGuiSetCond_Always 680 enum ImGuiSetCond_ 681 { 682 ImGuiSetCond_Always = 1 << 0, // Set the variable 683 ImGuiSetCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) 684 ImGuiSetCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file) 685 ImGuiSetCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time) 686 }; 687 688 struct ImGuiStyle 689 { 690 float Alpha; // Global alpha applies to everything in ImGui 691 ImVec2 WindowPadding; // Padding within a window 692 ImVec2 WindowMinSize; // Minimum window size 693 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows 694 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. 695 float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows 696 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets) 697 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). 698 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines 699 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) 700 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! 701 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). 702 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns 703 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar 704 float ScrollbarRounding; // Radius of grab corners for scrollbar 705 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. 706 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 707 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. 708 ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows. 709 ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. 710 bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. 711 bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) 712 float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. 713 ImVec4 Colors[ImGuiCol_COUNT]; 714 715 IMGUI_API ImGuiStyle(); 716 }; 717 718 // This is where your app communicate with ImGui. Access via ImGui::GetIO(). 719 // Read 'Programmer guide' section in .cpp file for general usage. 720 struct ImGuiIO 721 { 722 //------------------------------------------------------------------ 723 // Settings (fill once) // Default value: 724 //------------------------------------------------------------------ 725 726 ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions. 727 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. 728 float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds. 729 const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving. 730 const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). 731 float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. 732 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. 733 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging 734 int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array 735 float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). 736 float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds. 737 void* UserData; // = NULL // Store your own data for retrieval by callbacks. 738 739 ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array. 740 float FontGlobalScale; // = 1.0f // Global scale all fonts 741 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. 742 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. 743 ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. 744 ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area. 745 ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize 746 747 // Advanced/subtle behaviors 748 bool OSXBehaviors; // = 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 749 750 //------------------------------------------------------------------ 751 // User Functions 752 //------------------------------------------------------------------ 753 754 // Rendering function, will be called in Render(). 755 // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer. 756 // See example applications if you are unsure of how to implement this. 757 void (*RenderDrawListsFn)(ImDrawData* data); 758 759 // Optional: access OS clipboard 760 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) 761 const char* (*GetClipboardTextFn)(void* user_data); 762 void (*SetClipboardTextFn)(void* user_data, const char* text); 763 void* ClipboardUserData; 764 765 // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer. 766 // (default to posix malloc/free) 767 void* (*MemAllocFn)(size_t sz); 768 void (*MemFreeFn)(void* ptr); 769 770 // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows) 771 // (default to use native imm32 api on Windows) 772 void (*ImeSetInputScreenPosFn)(int x, int y); 773 void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. 774 775 //------------------------------------------------------------------ 776 // Input - Fill before calling NewFrame() 777 //------------------------------------------------------------------ 778 779 ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) 780 bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. 781 float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. 782 bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). 783 bool KeyCtrl; // Keyboard modifier pressed: Control 784 bool KeyShift; // Keyboard modifier pressed: Shift 785 bool KeyAlt; // Keyboard modifier pressed: Alt 786 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows 787 bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data) 788 ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. 789 790 // Functions 791 IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] 792 IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string 793 inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually 794 795 //------------------------------------------------------------------ 796 // Output - Retrieve after calling NewFrame() 797 //------------------------------------------------------------------ 798 799 bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application 800 bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application 801 bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one 802 float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames 803 int MetricsAllocs; // Number of active memory allocations 804 int MetricsRenderVertices; // Vertices output during last call to Render() 805 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 806 int MetricsActiveWindows; // Number of visible root windows (exclude child windows) 807 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame. 808 809 //------------------------------------------------------------------ 810 // [Private] ImGui will maintain those fields. Forward compatibility not guaranteed! 811 //------------------------------------------------------------------ 812 813 ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame()) 814 bool MouseClicked[5]; // Mouse button went from !Down to Down 815 ImVec2 MouseClickedPos[5]; // Position at time of clicking 816 float MouseClickedTime[5]; // Time of last click (used to figure out double-click) 817 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? 818 bool MouseReleased[5]; // Mouse button went from Down to !Down 819 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. 820 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) 821 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down 822 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point 823 float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) 824 float KeysDownDurationPrev[512]; // Previous duration the key has been down 825 826 IMGUI_API ImGuiIO(); 827 }; 828 829 //----------------------------------------------------------------------------- 830 // Helpers 831 //----------------------------------------------------------------------------- 832 833 // Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). 834 // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code! 835 template<typename T> 836 class ImVector 837 { 838 public: 839 int Size; 840 int Capacity; 841 T* Data; 842 843 typedef T value_type; 844 typedef value_type* iterator; 845 typedef const value_type* const_iterator; 846 847 ImVector() { Size = Capacity = 0; Data = NULL; } 848 ~ImVector() { if (Data) ImGui::MemFree(Data); } 849 850 inline bool empty() const { return Size == 0; } 851 inline int size() const { return Size; } 852 inline int capacity() const { return Capacity; } 853 854 inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } 855 inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } 856 857 inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } 858 inline iterator begin() { return Data; } 859 inline const_iterator begin() const { return Data; } 860 inline iterator end() { return Data + Size; } 861 inline const_iterator end() const { return Data + Size; } 862 inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; } 863 inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; } 864 inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; } 865 inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; } 866 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } 867 868 inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; } 869 870 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } 871 inline void reserve(int new_capacity) 872 { 873 if (new_capacity <= Capacity) return; 874 T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type)); 875 if (Data) 876 memcpy(new_data, Data, (size_t)Size * sizeof(value_type)); 877 ImGui::MemFree(Data); 878 Data = new_data; 879 Capacity = new_capacity; 880 } 881 882 inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; } 883 inline void pop_back() { IM_ASSERT(Size > 0); Size--; } 884 885 inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; } 886 inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; } 887 }; 888 889 // Helper: execute a block of code at maximum once a frame 890 // Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. 891 // Usage: 892 // IMGUI_ONCE_UPON_A_FRAME 893 // { 894 // // code block will be executed one per frame 895 // } 896 // Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. 897 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__) 898 struct ImGuiOnceUponAFrame 899 { 900 ImGuiOnceUponAFrame() { RefFrame = -1; } 901 mutable int RefFrame; 902 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } 903 }; 904 905 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 906 struct ImGuiTextFilter 907 { 908 struct TextRange 909 { 910 const char* b; 911 const char* e; 912 913 TextRange() { b = e = NULL; } 914 TextRange(const char* _b, const char* _e) { b = _b; e = _e; } 915 const char* begin() const { return b; } 916 const char* end() const { return e; } 917 bool empty() const { return b == e; } 918 char front() const { return *b; } 919 static bool is_blank(char c) { return c == ' ' || c == '\t'; } 920 void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; } 921 IMGUI_API void split(char separator, ImVector<TextRange>& out); 922 }; 923 924 char InputBuf[256]; 925 ImVector<TextRange> Filters; 926 int CountGrep; 927 928 ImGuiTextFilter(const char* default_filter = ""); 929 ~ImGuiTextFilter() {} 930 void Clear() { InputBuf[0] = 0; Build(); } 931 bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build 932 bool PassFilter(const char* text, const char* text_end = NULL) const; 933 bool IsActive() const { return !Filters.empty(); } 934 IMGUI_API void Build(); 935 }; 936 937 // Helper: Text buffer for logging/accumulating text 938 struct ImGuiTextBuffer 939 { 940 ImVector<char> Buf; 941 942 ImGuiTextBuffer() { Buf.push_back(0); } 943 inline char operator[](int i) { return Buf.Data[i]; } 944 const char* begin() const { return &Buf.front(); } 945 const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator 946 int size() const { return Buf.Size - 1; } 947 bool empty() { return Buf.Size <= 1; } 948 void clear() { Buf.clear(); Buf.push_back(0); } 949 const char* c_str() const { return Buf.Data; } 950 IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2); 951 IMGUI_API void appendv(const char* fmt, va_list args); 952 }; 953 954 // Helper: Simple Key->value storage 955 // Typically you don't have to worry about this since a storage is held within each Window. 956 // We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options. 957 // You can use it as custom user storage for temporary values. 958 // Declare your own storage if: 959 // - 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). 960 // - You want to store custom debug data easily without adding or editing structures in your code. 961 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. 962 struct ImGuiStorage 963 { 964 struct Pair 965 { 966 ImGuiID key; 967 union { int val_i; float val_f; void* val_p; }; 968 Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 969 Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 970 Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 971 }; 972 ImVector<Pair> Data; 973 974 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) 975 // - Set***() functions find pair, insertion on demand if missing. 976 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. 977 IMGUI_API void Clear(); 978 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; 979 IMGUI_API void SetInt(ImGuiID key, int val); 980 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; 981 IMGUI_API void SetBool(ImGuiID key, bool val); 982 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; 983 IMGUI_API void SetFloat(ImGuiID key, float val); 984 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL 985 IMGUI_API void SetVoidPtr(ImGuiID key, void* val); 986 987 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 988 // - 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. 989 // - 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) 990 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; 991 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); 992 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); 993 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); 994 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); 995 996 // Use on your own storage if you know only integer are being stored (open/close all tree nodes) 997 IMGUI_API void SetAllInt(int val); 998 }; 999 1000 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered. 1001 struct ImGuiTextEditCallbackData 1002 { 1003 ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only 1004 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only 1005 void* UserData; // What user passed to InputText() // Read-only 1006 bool ReadOnly; // Read-only mode // Read-only 1007 1008 // CharFilter event: 1009 ImWchar EventChar; // Character input // Read-write (replace character or set to zero) 1010 1011 // Completion,History,Always events: 1012 // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true. 1013 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only 1014 char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer) 1015 int BufTextLen; // Current text length in bytes // Read-write 1016 int BufSize; // Maximum text length in bytes // Read-only 1017 bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write 1018 int CursorPos; // // Read-write 1019 int SelectionStart; // // Read-write (== to SelectionEnd when no selection) 1020 int SelectionEnd; // // Read-write 1021 1022 // NB: Helper functions for text manipulation. Calling those function loses selection. 1023 IMGUI_API void DeleteChars(int pos, int bytes_count); 1024 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); 1025 bool HasSelection() const { return SelectionStart != SelectionEnd; } 1026 }; 1027 1028 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). 1029 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. 1030 struct ImGuiSizeConstraintCallbackData 1031 { 1032 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() 1033 ImVec2 Pos; // Read-only. Window position, for reference. 1034 ImVec2 CurrentSize; // Read-only. Current window size. 1035 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. 1036 }; 1037 1038 // Helpers macros to generate 32-bits encoded colors 1039 #ifdef IMGUI_USE_BGRA_PACKED_COLOR 1040 #define IM_COL32_R_SHIFT 16 1041 #define IM_COL32_G_SHIFT 8 1042 #define IM_COL32_B_SHIFT 0 1043 #define IM_COL32_A_SHIFT 24 1044 #define IM_COL32_A_MASK 0xFF000000 1045 #else 1046 #define IM_COL32_R_SHIFT 0 1047 #define IM_COL32_G_SHIFT 8 1048 #define IM_COL32_B_SHIFT 16 1049 #define IM_COL32_A_SHIFT 24 1050 #define IM_COL32_A_MASK 0xFF000000 1051 #endif 1052 #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)) 1053 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF 1054 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black 1055 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 1056 1057 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) 1058 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. 1059 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. 1060 // **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. 1061 struct ImColor 1062 { 1063 ImVec4 Value; 1064 1065 ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } 1066 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; } 1067 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; } 1068 ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } 1069 ImColor(const ImVec4& col) { Value = col; } 1070 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } 1071 inline operator ImVec4() const { return Value; } 1072 1073 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; } 1074 1075 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); } 1076 }; 1077 1078 // Helper: Manually clip large list of items. 1079 // 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. 1080 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 1081 // 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. 1082 // Usage: 1083 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. 1084 // while (clipper.Step()) 1085 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) 1086 // ImGui::Text("line number %d", i); 1087 // - 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). 1088 // - 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. 1089 // - (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.) 1090 // - 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. 1091 struct ImGuiListClipper 1092 { 1093 float StartPosY; 1094 float ItemsHeight; 1095 int ItemsCount, StepNo, DisplayStart, DisplayEnd; 1096 1097 // 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). 1098 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing(). 1099 // 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(). 1100 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). 1101 ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. 1102 1103 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. 1104 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. 1105 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. 1106 }; 1107 1108 //----------------------------------------------------------------------------- 1109 // Draw List 1110 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 1111 //----------------------------------------------------------------------------- 1112 1113 // Draw callbacks for advanced uses. 1114 // NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) 1115 // Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc. 1116 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()' 1117 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); 1118 1119 // Typically, 1 command = 1 gpu draw call (unless command is a callback) 1120 struct ImDrawCmd 1121 { 1122 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[]. 1123 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2) 1124 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. 1125 ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. 1126 void* UserCallbackData; // The draw callback code can access this. 1127 1128 ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; } 1129 }; 1130 1131 // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h) 1132 #ifndef ImDrawIdx 1133 typedef unsigned short ImDrawIdx; 1134 #endif 1135 1136 // Vertex layout 1137 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 1138 struct ImDrawVert 1139 { 1140 ImVec2 pos; 1141 ImVec2 uv; 1142 ImU32 col; 1143 }; 1144 #else 1145 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h 1146 // 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. 1147 // The type has to be described within the macro (you can either declare the struct or use a typedef) 1148 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; 1149 #endif 1150 1151 // 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. 1152 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. 1153 struct ImDrawChannel 1154 { 1155 ImVector<ImDrawCmd> CmdBuffer; 1156 ImVector<ImDrawIdx> IdxBuffer; 1157 }; 1158 1159 // Draw command list 1160 // 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. 1161 // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future. 1162 // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. 1163 // You can interleave normal ImGui:: calls and adding primitives to the current draw list. 1164 // All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions). 1165 struct ImDrawList 1166 { 1167 // This is what you have to render 1168 ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call. 1169 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those 1170 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. 1171 1172 // [Internal, used while building lists] 1173 const char* _OwnerName; // Pointer to owner window's name for debugging 1174 unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size 1175 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1176 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) 1177 ImVector<ImVec4> _ClipRectStack; // [Internal] 1178 ImVector<ImTextureID> _TextureIdStack; // [Internal] 1179 ImVector<ImVec2> _Path; // [Internal] current path building 1180 int _ChannelsCurrent; // [Internal] current channel number (0) 1181 int _ChannelsCount; // [Internal] number of active channels (1+) 1182 ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) 1183 1184 ImDrawList() { _OwnerName = NULL; Clear(); } 1185 ~ImDrawList() { ClearFreeMemory(); } 1186 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) 1187 IMGUI_API void PushClipRectFullScreen(); 1188 IMGUI_API void PopClipRect(); 1189 IMGUI_API void PushTextureID(const ImTextureID& texture_id); 1190 IMGUI_API void PopTextureID(); 1191 1192 // Primitives 1193 IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); 1194 IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round 1195 IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0); // a: upper-left, b: lower-right 1196 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); 1197 IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); 1198 IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); 1199 IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); 1200 IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); 1201 IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); 1202 IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); 1203 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); 1204 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); 1205 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); 1206 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); 1207 IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); 1208 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); 1209 IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); 1210 1211 // Stateful path API, add points then finish with PathFill() or PathStroke() 1212 inline void PathClear() { _Path.resize(0); } 1213 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } 1214 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } 1215 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); } 1216 inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); } 1217 IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); 1218 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 1219 IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); 1220 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ~0); // rounding_corners_flags: 4-bits corresponding to which corner to round 1221 1222 // Channels 1223 // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) 1224 // - 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) 1225 IMGUI_API void ChannelsSplit(int channels_count); 1226 IMGUI_API void ChannelsMerge(); 1227 IMGUI_API void ChannelsSetCurrent(int channel_index); 1228 1229 // Advanced 1230 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. 1231 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 1232 1233 // Internal helpers 1234 // NB: all primitives needs to be reserved via PrimReserve() beforehand! 1235 IMGUI_API void Clear(); 1236 IMGUI_API void ClearFreeMemory(); 1237 IMGUI_API void PrimReserve(int idx_count, int vtx_count); 1238 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) 1239 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); 1240 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); 1241 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } 1242 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } 1243 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } 1244 IMGUI_API void UpdateClipRect(); 1245 IMGUI_API void UpdateTextureID(); 1246 }; 1247 1248 // All draw data to render an ImGui frame 1249 struct ImDrawData 1250 { 1251 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. 1252 ImDrawList** CmdLists; 1253 int CmdListsCount; 1254 int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size 1255 int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size 1256 1257 // Functions 1258 ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } 1259 IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! 1260 IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. 1261 }; 1262 1263 struct ImFontConfig 1264 { 1265 void* FontData; // // TTF data 1266 int FontDataSize; // // TTF data size 1267 bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true 1268 int FontNo; // 0 // Index of font within TTF file 1269 float SizePixels; // // Size in pixels for rasterizer 1270 int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. 1271 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. 1272 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs 1273 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input 1274 const ImWchar* GlyphRanges; // // 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. 1275 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. 1276 1277 // [Internal] 1278 char Name[32]; // Name (strictly for debugging) 1279 ImFont* DstFont; 1280 1281 IMGUI_API ImFontConfig(); 1282 }; 1283 1284 // Load and rasterize multiple TTF fonts into a same texture. 1285 // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering. 1286 // We also add custom graphic data into the texture that serves for ImGui. 1287 // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you. 1288 // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. 1289 // 3. Upload the pixels data into a texture within your graphics system. 1290 // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture. 1291 // 5. Call ClearTexData() to free textures memory on the heap. 1292 // NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data. 1293 struct ImFontAtlas 1294 { 1295 IMGUI_API ImFontAtlas(); 1296 IMGUI_API ~ImFontAtlas(); 1297 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); 1298 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); 1299 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); 1300 IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build() 1301 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp 1302 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter 1303 IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory. 1304 IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges) 1305 IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates) 1306 IMGUI_API void Clear(); // Clear all 1307 1308 // Retrieve texture data 1309 // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID() 1310 // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images) 1311 // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted. 1312 // Pitch = Width * BytesPerPixels 1313 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel 1314 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel 1315 void SetTexID(ImTextureID id) { TexID = id; } 1316 1317 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) 1318 // NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details. 1319 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 1320 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters 1321 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs 1322 IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs 1323 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters 1324 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters 1325 1326 // Members 1327 // (Access texture data via GetTexData*() calls which will setup a default font for you.) 1328 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. 1329 unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight 1330 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 1331 int TexWidth; // Texture width calculated during Build(). 1332 int TexHeight; // Texture height calculated during Build(). 1333 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. 1334 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel 1335 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. 1336 1337 // Private 1338 ImVector<ImFontConfig> ConfigData; // Internal data 1339 IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions. 1340 IMGUI_API void RenderCustomTexData(int pass, void* rects); 1341 }; 1342 1343 // Font runtime data and rendering 1344 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). 1345 struct ImFont 1346 { 1347 struct Glyph 1348 { 1349 ImWchar Codepoint; 1350 float XAdvance; 1351 float X0, Y0, X1, Y1; 1352 float U0, V0, U1, V1; // Texture coordinates 1353 }; 1354 1355 // Members: Hot ~62/78 bytes 1356 float FontSize; // <user set> // Height of characters, set during loading (don't change after loading) 1357 float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() 1358 ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels 1359 ImVector<Glyph> Glyphs; // // All glyphs. 1360 ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). 1361 ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point. 1362 const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar) 1363 float FallbackXAdvance; // == FallbackGlyph->XAdvance 1364 ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() 1365 1366 // Members: Cold ~18/26 bytes 1367 short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. 1368 ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData 1369 ImFontAtlas* ContainerAtlas; // // What we has been loaded into 1370 float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] 1371 int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) 1372 1373 // Methods 1374 IMGUI_API ImFont(); 1375 IMGUI_API ~ImFont(); 1376 IMGUI_API void Clear(); 1377 IMGUI_API void BuildLookupTable(); 1378 IMGUI_API const Glyph* FindGlyph(ImWchar c) const; 1379 IMGUI_API void SetFallbackChar(ImWchar c); 1380 float GetCharAdvance(ImWchar c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; } 1381 bool IsLoaded() const { return ContainerAtlas != NULL; } 1382 1383 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 1384 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. 1385 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 1386 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; 1387 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const; 1388 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; 1389 1390 // Private 1391 IMGUI_API void GrowIndex(int new_size); 1392 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. 1393 }; 1394 1395 #if defined(__clang__) 1396 #pragma clang diagnostic pop 1397 #endif 1398 1399 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) 1400 #ifdef IMGUI_INCLUDE_IMGUI_USER_H 1401 #include "imgui_user.h" 1402 #endif