Files
system-control/firmware/components/imgui/include/imgui.h
Peter Siegmund 08b0e04584 implement new light mode (off/day/night/simulation)
missing:
- fully connect it to the ui
- setup duration in light settings

Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-09-29 23:15:06 +02:00

6481 lines
406 KiB
C++

// dear imgui, v1.92.0 WIP
// (headers)
// Help:
// - See links below.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths
// operators for ImVec2 and ImVec4.
// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your
// screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing
// app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for
// various tech/engines)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your
// apps)
// For first-time users having issues compiling/linking/running/loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.92.0 WIP"
#define IMGUI_VERSION_NUM 19198
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags,
ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math
Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest,
ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter,
ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked,
ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
#pragma once
// Configuration file with compile-time options
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif
#include "imconfig.h"
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// [SECTION] Header mess
//-----------------------------------------------------------------------------
// Includes
#include <float.h> // FLT_MIN, FLT_MAX
#include <stdarg.h> // va_list, va_start, va_end
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility +
// this is a call-heavy library and function call overhead adds up.
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUI_IMPL_API
#define IMGUI_IMPL_API IMGUI_API
#endif
// Helper Macros
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
#define IM_ARRAYSIZE(_ARR) \
((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) \
((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final
// builds.
// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above
// DebugCheckVersionAndDataLayout() for details.
#define IMGUI_CHECKVERSION() \
ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), \
sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT + 1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT + 1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level
// functions)
#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF \
__pragma(runtime_checks("", off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push, off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE \
__pragma(runtime_checks("", restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
#define IM_MSVC_RUNTIME_CHECKS_OFF
#define IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Warnings
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning( \
disable \
: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts
// with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to
// non-trivially copyable type
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#pragma GCC diagnostic ignored \
"-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no
// trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations and basic types
//-----------------------------------------------------------------------------
// Scalar data types
typedef unsigned int ImGuiID; // A unique ID used by widgets (typically the result of hashing a stack of string)
typedef signed char ImS8; // 8-bit signed integer
typedef unsigned char ImU8; // 8-bit unsigned integer
typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Forward declarations: ImDrawList, ImFontAtlas layer
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and
// ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a
// callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the
// projection matrix.
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic
// "mesh" builder)
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you
// may create one yourself)
struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order,
// then flattened back.
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with
// IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
struct ImFontBaked; // Baked data for a ImFont at a given size.
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
struct ImTextureRect; // Coordinates of a rectangle within a texture.
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please
// avoid using)
// Forward declarations: ImGui layer
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback
// (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends
// ImGuiIO. In docking branch, this gets extended to support multi-viewports.
struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
struct ImGuiSelectionExternalStorage; // Optional helper to apply multi-selection requests to existing randomly
// accessible storage.
struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
struct ImGuiStoragePair; // Helper for key->value storage (pair)
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column,
// occasionally more)
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform
// Monitor
// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store
// typed in bit fields, extra casting on iteration)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual
// flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12
// ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside
// comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse,
// TouchScreen, Pen)
enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int
ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual
// flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12
// ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside
// comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int
ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an
// ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int
ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(),
// SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int
ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for
// keyboard input and display)
typedef unsigned int
ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned short
ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to
// support Unicode planes 1-16]
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
#endif
// Multi-Selection item index or identifier when using BeginMultiSelect()
// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read
// comments near ImGuiMultiSelectIO for details.
typedef ImS64 ImGuiSelectionUserData;
// Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(
ImGuiSizeCallbackData *data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void *(*ImGuiMemAllocFunc)(size_t sz, void *user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void *ptr, void *user_data); // Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our
// preferred type.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths
// operators for ImVec2 and ImVec4.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
constexpr ImVec2() : x(0.0f), y(0.0f)
{
}
constexpr ImVec2(float _x, float _y) : x(_x), y(_y)
{
}
float &operator[](size_t idx)
{
IM_ASSERT(idx == 0 || idx == 1);
return ((float *)(void *)(char *)this)[idx];
} // We very rarely use this [] operator, so the assert overhead is fine.
float operator[](size_t idx) const
{
IM_ASSERT(idx == 0 || idx == 1);
return ((const float *)(const void *)(const char *)this)[idx];
}
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and
// forth between your math types and ImVec2.
#endif
};
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4
{
float x, y, z, w;
constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
{
}
constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w)
{
}
#ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and
// forth between your math types and ImVec4.
#endif
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
//-----------------------------------------------------------------------------
// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
// [Compile-time configurable type]
// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
// - User may submit their own textures to e.g. ImGui::Image() function by passing the same type.
// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
// ImTextureRef, which is stored inside a ImDrawCmd.
// - Compile-time type configuration:
// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
// constructors if you like. You will need to implement ==/!= operators.
// History:
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed
// backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ
// if you have casting warnings.
// - In v1.92.0 (2025/XX/XX): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture
// atlas. All user facing functions taking ImTextureID changed to ImTextureRef
#ifndef ImTextureID
typedef ImU64
ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif
// Define this if you need 0 to be a valid ImTextureID for your backend.
#ifndef ImTextureID_Invalid
#define ImTextureID_Invalid ((ImTextureID)0)
#endif
// ImTextureRef = higher-level identifier for a texture.
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
// to extract the ImTextureID value during rendering, after texture upload has happened.
// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this
// to be useful to the end-user, and it would be erroneously called by many legacy code.
// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID =
// tex_id }; return tex_ref; }
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy
// to convert ImTextureRef to ImTextureID before rendering.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImTextureRef
{
ImTextureRef()
{
_TexData = NULL;
_TexID = ImTextureID_Invalid;
}
ImTextureRef(ImTextureID tex_id)
{
_TexData = NULL;
_TexID = tex_id;
}
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
ImTextureRef(void *tex_id)
{
_TexData = NULL;
_TexID = (ImTextureID)(size_t)tex_id;
} // For legacy backends casting to ImTextureID
#endif
inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
// Members (either are set, never both!)
ImTextureData *_TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during
// render loop, after texture has been uploaded.
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app.
// Generally provided to e.g. ImGui::Image() calls.
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't
// modify imgui source files!)
//-----------------------------------------------------------------------------
namespace ImGui
{
// Context creation and access
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to
// share a font atlas between contexts.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() +
// SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for
// details.
IMGUI_API ImGuiContext *CreateContext(ImFontAtlas *shared_font_atlas = NULL);
IMGUI_API void DestroyContext(ImGuiContext *ctx = NULL); // NULL = destroy current context
IMGUI_API ImGuiContext *GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext *ctx);
// Main
IMGUI_API ImGuiIO &GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration
// options/flags)
IMGUI_API ImGuiPlatformIO &GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect
// to platform/renderer and OS Clipboard, IME etc.)
IMGUI_API ImGuiStyle &GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(),
// PushStyleVar() to modify style mid-frame!
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until
// Render()/EndFrame().
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render
// data (skipping rendering) you may call EndFrame() without Render()... but you'll have
// wasted CPU already! If you don't need to render, better to not create any windows and not
// call NewFrame() at all!
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_API ImDrawData *GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call
// ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(
bool *p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library!
// try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool *p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals:
// windows, draw commands, various internal state, etc.
IMGUI_API void ShowDebugLogWindow(
bool *p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
IMGUI_API void ShowIDStackToolWindow(bool *p_open = NULL); // create Stack Tool window. hover items with mouse to query
// information about the source of their unique ID.
IMGUI_API void ShowAboutWindow(
bool *p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(
ImGuiStyle *ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure
// to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(
const char *label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(
const char *label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user
// (mouse/keyboard controls).
IMGUI_API const char *GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for
// IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
IMGUI_API void StyleColorsDark(ImGuiStyle *dst = NULL); // new, recommended style (default)
IMGUI_API void StyleColorsLight(ImGuiStyle *dst = NULL); // best used with borders and a custom, thicker font
IMGUI_API void StyleColorsClassic(ImGuiStyle *dst = NULL); // classic imgui style
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple
// times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the
// corresponding BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a
// future update.]
// - Note that the bottom of window stack always contains a window called "Debug".
IMGUI_API bool Begin(const char *name, bool *p_open = NULL, ImGuiWindowFlags flags = 0);
IMGUI_API void End();
// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child
// windows can embed their own child.
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
// Consider updating your old code:
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
// == 0.0f: use remaining parent window size for this axis.
// > 0.0f: use specified size for this axis.
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child
// contents.
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region
// and is NOT recommended.
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit
// submitting
// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return
// value. [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other
// functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the
// corresponding BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a
// future update.]
IMGUI_API bool BeginChild(const char *str_id, const ImVec2 &size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0,
ImGuiWindowFlags window_flags = 0);
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2 &size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0,
ImGuiWindowFlags window_flags = 0);
IMGUI_API void EndChild();
// Windows Utilities
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window
// we will Begin() into.
IMGUI_API bool IsWindowAppearing();
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending
// on flags. see flags for options.
IMGUI_API bool IsWindowHovered(
ImGuiHoveredFlags flags =
0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for
// options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or
// to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?"
// for details.
IMGUI_API ImDrawList *GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing
// primitives
IMGUI_API ImVec2
GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider
// always using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always
// using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for
// GetWindowSize().x.
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for
// GetWindowSize().y.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_API void SetNextWindowPos(
const ImVec2 &pos, ImGuiCond cond = 0,
const ImVec2 &pivot = ImVec2(
0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_API void SetNextWindowSize(const ImVec2 &size,
ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on
// this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(
const ImVec2 &size_min, const ImVec2 &size_max, ImGuiSizeCallback custom_callback = NULL,
void *custom_callback_data =
NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max
// of same axis to preserve current size (which itself is a constraint). Use callback to apply
// non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(
const ImVec2 &size); // set next window content size (~ scrollable client area, which enforce the range of
// scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding.
// set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed,
ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowScroll(
const ImVec2 &scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
IMGUI_API void SetNextWindowBgAlpha(
float alpha); // set next window background color alpha. helper to easily override the Alpha component of
// ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetWindowPos(
const ImVec2 &pos,
ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using
// SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(
const ImVec2 &size,
ImGuiCond cond =
0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an
// auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(
bool collapsed,
ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using
// SetNextWindowFocus().
IMGUI_API void SetWindowPos(const char *name, const ImVec2 &pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(
const char *name, const ImVec2 &size,
ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char *name, bool collapsed,
ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char *name); // set named window to be focused / top-most. use NULL to remove focus.
// Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using
// SetScrollX()/SetScrollY().
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
IMGUI_API void SetScrollHereX(
float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible.
// center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a
// "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollHereY(
float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible.
// center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a
// "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollFromPosX(
float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally
// GetCursorStartPos() + offset to compute a valid position.
IMGUI_API void SetScrollFromPosY(
float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally
// GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (font)
// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
// - Before 1.92: PushFont() always used font default size.
// - Since 1.92: PushFont() preserve the current shared font size.
// - To use old behavior (single size font, size specified in AddFontXXX() call:
// - Use 'PushFont(font, font->LegacySize)' at call site
// - Or set 'ImFontConfig::Flags |= ImFontFlags_DefaultToLegacySize' before calling AddFont(), and then
// 'PushFont(font)' will use this size.
// - External scale factors are applied over the provided value.
// *IMPORTANT* If you want to scale an existing font size:
// - OK: PushFontSize(style.FontSizeBase * factor) (= value before external scale factors applied).
// - KO: PushFontSize(GetFontSize() * factor) (= value after external scale factors applied. external scale
// factors are style.FontScaleMain + per-viewport scales.).
IMGUI_API void PushFont(
ImFont *font,
float font_size_base = -1); // use NULL as a shortcut to push default font. Use <0.0f to keep current font size.
IMGUI_API void PopFont();
IMGUI_API void PushFontSize(float font_size_base);
IMGUI_API void PopFontSize();
// Parameters stacks (shared)
IMGUI_API void PushStyleColor(
ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4 &col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(
ImGuiStyleVar idx,
float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2 &val); // modify a style ImVec2 variable. "
IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushItemFlag(
ImGuiItemFlags option,
bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
IMGUI_API void PopItemFlag();
// Parameters stacks (current window)
IMGUI_API void PushItemWidth(
float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align
// xx pixels to the right of window (so -FLT_MIN always align width to the right side).
IMGUI_API void PopItemWidth();
IMGUI_API void SetNextItemWidth(
float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align
// xx pixels to the right of window (so -FLT_MIN always align width to the right side)
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the
// width of last item unlike most 'Item' functions.
IMGUI_API void PushTextWrapPos(
float wrap_local_pos_x =
0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or
// column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
// Style read access
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
IMGUI_API ImFont *GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with external scale factors
// applied. Use ImGui::GetStyle().FontSizeBase to get value before external scale
// factors.
IMGUI_API ImVec2
GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImFontBaked *GetFontBaked(); // get current font bound at current size // ==
// GetFont()->GetFontBaked(GetFontSize())
IMGUI_API ImU32 GetColorU32(
ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra
// alpha multiplier, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(const ImVec4 &col); // retrieve given color with style alpha applied, packed as a 32-bit
// value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed
// as a 32-bit value suitable for ImDrawList
IMGUI_API const ImVec4 &GetStyleColorVec4(
ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(),
// otherwise use GetColorU32() to get style color with style alpha baked in.
// Layout cursor positioning
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line
// down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding
// widget.
// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with
// future API:
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is
// the preferred way forward.
// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(),
// PushTextWrapPos()
// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() -->
// all obsoleted. YOU DON'T NEED THEM.
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from
// window-local to absolute coordinates. Try not to use it.
IMGUI_API ImVec2
GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than
// GetCursorPos(), also more useful to work with ImDrawList API).
IMGUI_API void SetCursorScreenPos(
const ImVec2 &pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
IMGUI_API ImVec2
GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
IMGUI_API float GetCursorPosX(); // [window-local] "
IMGUI_API float GetCursorPosY(); // [window-local] "
IMGUI_API void SetCursorPos(const ImVec2 &local_pos); // [window-local] "
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call
// GetCursorScreenPos() after Begin() to get the absolute coordinates version.
// Other layout functions
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this
// becomes a vertical separator.
IMGUI_API void SameLine(float offset_from_start_x = 0.0f,
float spacing = -1.0f); // call between widgets or groups to layout them horizontally. X
// position given in window coordinates.
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2 &size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't
// take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or
// style.IndentSpacing if indent_w <= 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or
// style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item"
// (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group,
// etc.)
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will
// align properly to regularly framed items (call if you have text on a line
// before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2
// consecutive lines of text)
IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in
// pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an
// ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_API void PushID(const char *str_id); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const char *str_id_begin,
const char *str_id_end); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const void *ptr_id); // push pointer into the ID stack (will hash pointer).
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
IMGUI_API void PopID(); // pop from the ID stack.
IMGUI_API ImGuiID GetID(const char *str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if
// you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char *str_id_begin, const char *str_id_end);
IMGUI_API ImGuiID GetID(const void *ptr_id);
IMGUI_API ImGuiID GetID(int int_id);
// Widgets: Text
IMGUI_API void TextUnformatted(
const char *text,
const char *text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't
// require null terminated string if 'text_end' is specified, B) it's faster, no
// memory copy is done, no buffer size limits, recommended for long chunks of text.
IMGUI_API void Text(const char *fmt, ...) IM_FMTARGS(1); // formatted text
IMGUI_API void TextV(const char *fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColored(const ImVec4 &col, const char *fmt, ...)
IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4 &col, const char *fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void TextDisabled(const char *fmt, ...)
IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...);
// PopStyleColor();
IMGUI_API void TextDisabledV(const char *fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextWrapped(const char *fmt, ...)
IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work
// on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to
// set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char *fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void LabelText(const char *label, const char *fmt, ...)
IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char *label, const char *fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char *fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char *fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void SeparatorText(const char *label); // currently: formatted text with a horizontal line
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget
// state.
IMGUI_API bool Button(const char *label, const ImVec2 &size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char *label); // button with (FramePadding.y == 0) to easily embed within text
IMGUI_API bool InvisibleButton(
const char *str_id, const ImVec2 &size,
ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom
// behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char *str_id, ImGuiDir dir); // square button with an arrow shape
IMGUI_API bool Checkbox(const char *label, bool *v);
IMGUI_API bool CheckboxFlags(const char *label, int *flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char *label, unsigned int *flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char *label,
bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char *label, int *v,
int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2 &size_arg = ImVec2(-FLT_MIN, 0), const char *overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by
// GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_API bool TextLink(const char *label); // hyperlink text button, return true when clicked
IMGUI_API bool TextLinkOpenURL(
const char *label, const char *url = NULL); // hyperlink text button, automatically open file/url when clicked
// Widgets: Images
// - Read about ImTextureID/ImTextureRef here:
// https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by
// the ImageWithBg() function.
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0 = ImVec2(0, 0),
const ImVec2 &uv1 = ImVec2(1, 1));
IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0 = ImVec2(0, 0),
const ImVec2 &uv1 = ImVec2(1, 1), const ImVec4 &bg_col = ImVec4(0, 0, 0, 0),
const ImVec4 &tint_col = ImVec4(1, 1, 1, 1));
IMGUI_API bool ImageButton(const char *str_id, ImTextureRef tex_ref, const ImVec2 &image_size,
const ImVec2 &uv0 = ImVec2(0, 0), const ImVec2 &uv1 = ImVec2(1, 1),
const ImVec4 &bg_col = ImVec4(0, 0, 0, 0), const ImVec4 &tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by
// creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This
// is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char *label, const char *preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char *label, int *current_item, const char *const items[], int items_count,
int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char *label, int *current_item, const char *items_separated_by_zeros,
int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with
// \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char *label, int *current_item, const char *(*getter)(void *user_data, int idx),
void *user_data, int items_count, int popup_max_height_in_items = -1);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can
// go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function
// argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass
// address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g.
// "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For
// keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if
// ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid
// clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it
// easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of
// the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool DragFloat(const char *label, float *v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f,
const char *format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char *label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f,
const char *format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat3(const char *label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f,
const char *format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat4(const char *label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f,
const char *format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloatRange2(const char *label, float *v_current_min, float *v_current_max, float v_speed = 1.0f,
float v_min = 0.0f, float v_max = 0.0f, const char *format = "%.3f",
const char *format_max = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt(const char *label, int *v, float v_speed = 1.0f, int v_min = 0, int v_max = 0,
const char *format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragInt2(const char *label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0,
const char *format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt3(const char *label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0,
const char *format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt4(const char *label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0,
const char *format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragIntRange2(const char *label, int *v_current_min, int *v_current_max, float v_speed = 1.0f,
int v_min = 0, int v_max = 0, const char *format = "%d", const char *format_max = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalar(const char *label, ImGuiDataType data_type, void *p_data, float v_speed = 1.0f,
const void *p_min = NULL, const void *p_max = NULL, const char *format = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalarN(const char *label, ImGuiDataType data_type, void *p_data, int components,
float v_speed = 1.0f, const void *p_min = NULL, const void *p_max = NULL,
const char *format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go
// off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g.
// "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of
// the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool SliderFloat(const char *label, float *v, float v_min, float v_max, const char *format = "%.3f",
ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix
// for in-slider labels or unit display.
IMGUI_API bool SliderFloat2(const char *label, float v[2], float v_min, float v_max, const char *format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat3(const char *label, float v[3], float v_min, float v_max, const char *format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat4(const char *label, float v[4], float v_min, float v_max, const char *format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderAngle(const char *label, float *v_rad, float v_degrees_min = -360.0f,
float v_degrees_max = +360.0f, const char *format = "%.0f deg", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt(const char *label, int *v, int v_min, int v_max, const char *format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt2(const char *label, int v[2], int v_min, int v_max, const char *format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt3(const char *label, int v[3], int v_min, int v_max, const char *format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt4(const char *label, int v[4], int v_min, int v_max, const char *format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalar(const char *label, ImGuiDataType data_type, void *p_data, const void *p_min,
const void *p_max, const char *format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalarN(const char *label, ImGuiDataType data_type, void *p_data, int components,
const void *p_min, const void *p_max, const char *format = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderFloat(const char *label, const ImVec2 &size, float *v, float v_min, float v_max,
const char *format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderInt(const char *label, const ImVec2 &size, int *v, int v_min, int v_max,
const char *format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderScalar(const char *label, const ImVec2 &size, ImGuiDataType data_type, void *p_data,
const void *p_min, const void *p_max, const char *format = NULL,
ImGuiSliderFlags flags = 0);
// Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and
// comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX,
// InputDouble etc.
IMGUI_API bool InputText(const char *label, char *buf, size_t buf_size, ImGuiInputTextFlags flags = 0,
ImGuiInputTextCallback callback = NULL, void *user_data = NULL);
IMGUI_API bool InputTextMultiline(const char *label, char *buf, size_t buf_size, const ImVec2 &size = ImVec2(0, 0),
ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL,
void *user_data = NULL);
IMGUI_API bool InputTextWithHint(const char *label, const char *hint, char *buf, size_t buf_size,
ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL,
void *user_data = NULL);
IMGUI_API bool InputFloat(const char *label, float *v, float step = 0.0f, float step_fast = 0.0f,
const char *format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char *label, float v[2], const char *format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char *label, float v[3], const char *format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char *label, float v[4], const char *format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt(const char *label, int *v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt2(const char *label, int v[2], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt3(const char *label, int v[3], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt4(const char *label, int v[4], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputDouble(const char *label, double *v, double step = 0.0, double step_fast = 0.0,
const char *format = "%.6f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalar(const char *label, ImGuiDataType data_type, void *p_data, const void *p_step = NULL,
const void *p_step_fast = NULL, const char *format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char *label, ImGuiDataType data_type, void *p_data, int components,
const void *p_step = NULL, const void *p_step_fast = NULL, const char *format = NULL,
ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to
// open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to
// document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char *label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char *label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char *label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char *label, float col[4], ImGuiColorEditFlags flags = 0,
const float *ref_col = NULL);
IMGUI_API bool ColorButton(
const char *desc_id, const ImVec4 &col, ImGuiColorEditFlags flags = 0,
const ImVec2 &size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(
ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a
// default format, picker type, etc. User will be able to change many settings, unless
// you pass the _NoOptions flag to your calls.
// Widgets: Trees
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are
// finished displaying the tree node contents.
IMGUI_API bool TreeNode(const char *label);
IMGUI_API bool TreeNode(const char *str_id, const char *fmt, ...)
IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and
// how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void *ptr_id, const char *fmt, ...) IM_FMTARGS(2); // "
IMGUI_API bool TreeNodeV(const char *str_id, const char *fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeV(const void *ptr_id, const char *fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeEx(const char *label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char *str_id, ImGuiTreeNodeFlags flags, const char *fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeEx(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeExV(const char *str_id, ImGuiTreeNodeFlags flags, const char *fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char *str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true,
// but you can call TreePush/TreePop yourself if desired.
IMGUI_API void TreePush(const void *ptr_id); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopID()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet()
// == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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().
IMGUI_API bool CollapsingHeader(
const char *label, bool *p_visible,
ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close
// button on upper right of the header which will set the bool to false when clicked,
// if '*p_visible==false' don't display the header.
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API void SetNextItemStorageID(
ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of
// selected Selectable appear contiguous.
IMGUI_API bool Selectable(
const char *label, bool selected = false, ImGuiSelectableFlags flags = 0,
const ImVec2 &size =
ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true
// so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify
// width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char *label, bool *p_selected, ImGuiSelectableFlags flags = 0,
const ImVec2 &size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state
// (read-write), as a convenient helper.
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
// - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a
// way that also allow a clipper to be used.
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something
// else).
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State &
// Multi-Select' for demo.
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of
// linear/random access to your tree,
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the
// current demo.
// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you
// to compute, you may avoid them.
IMGUI_API ImGuiMultiSelectIO *BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1,
int items_count = -1);
IMGUI_API ImGuiMultiSelectIO *EndMultiSelect();
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item
// information _before_ reaching EndMultiSelect(). We only returns toggle
// _event_ in order to handle clipping correctly.
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for
// stylistic changes + displaying a label.
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the
// same result.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any
// other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for
// convenience purpose. This is analogous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f
// (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f
// (default): arbitrary default height which can fit ~7 items
IMGUI_API bool BeginListBox(const char *label, const ImVec2 &size = ImVec2(0, 0)); // open a framed scrolling region
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
IMGUI_API bool ListBox(const char *label, int *current_item, const char *const items[], int items_count,
int height_in_items = -1);
IMGUI_API bool ListBox(const char *label, int *current_item, const char *(*getter)(void *user_data, int idx),
void *user_data, int items_count, int height_in_items = -1);
// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
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));
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));
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));
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));
// Widgets: Value() Helpers.
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip:
// freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API void Value(const char *prefix, bool b);
IMGUI_API void Value(const char *prefix, int v);
IMGUI_API void Value(const char *prefix, unsigned int v);
IMGUI_API void Value(const char *prefix, float v, const char *float_format = NULL);
// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more
// items to it.
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the
// moment.
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on
// parent window).
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_API bool BeginMenu(const char *label,
bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
IMGUI_API bool MenuItem(const char *label, const char *shortcut = NULL, bool selected = false,
bool enabled = true); // return true when activated.
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
// Tooltips
// - Tooltips are windows following the mouse. They do not take focus away.
// - A tooltip window can contain items of any types.
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a
// subtlety that it discard any previously submitted tooltip)
IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
IMGUI_API void SetTooltip(const char *fmt, ...)
IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous
// call to SetTooltip().
IMGUI_API void SetTooltipV(const char *fmt, va_list args) IM_FMTLIST(1);
// Tooltips: helpers for showing a tooltip when hovering an item
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())'
// idiom.
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }'
// idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or
// 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to
// 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
IMGUI_API void SetItemTooltip(const char *fmt, ...)
IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
IMGUI_API void SetItemTooltipV(const char *fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with
// regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be
// closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling
// IsItemHovered() or IsWindowHovered().
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to
// be at the same level of the stack.
// This is sometimes leading to confusing mistakes. May rework this in the future.
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned
// true. ImGuiWindowFlags are forwarded to the window.
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background,
// has a title bar.
IMGUI_API bool BeginPopup(
const char *str_id,
ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API bool BeginPopupModal(
const char *name, bool *p_open = NULL,
ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
// Popups: open/close functions
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level.
// This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (==
// ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
IMGUI_API void OpenPopup(const char *str_id,
ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopup(ImGuiID id,
ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
IMGUI_API void OpenPopupOnItemClick(
const char *str_id = NULL,
ImGuiPopupFlags popup_flags =
1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note:
// actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup().
// For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for
// backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to
// re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(
const char *str_id = NULL,
ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the
// popup to previous item. If you want to use that on a non-interactive item such
// as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(
const char *str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(
const char *str_id = NULL,
ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
// Popups: query functions
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level
// of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char *str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Tables
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
// - Summary of possible call flow:
// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") //
// OK
// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") //
// OK
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") //
// OK: TableNextColumn() automatically gets to next row!
// - TableNextRow() -> Text("Hello 0") //
// Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// - 5. Call EndTable()
IMGUI_API bool BeginTable(const char *str_id, int columns, ImGuiTableFlags flags = 0,
const ImVec2 &outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0,
float min_row_height = 0.0f); // append into the first cell of a new row.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last
// column). Return true when column is visible.
IMGUI_API bool TableSetColumnIndex(
int column_n); // append into the specified column. Return true when column is visible.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu.
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char *label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f,
ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableHeader(const char *label); // submit one header cell manually (rarely used)
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() +
// submit context menu
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the
// ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API ImGuiTableSortSpecs *TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
// Lifetime: don't hold on this pointer over multiple frames or past
// any subsequent call to BeginTable().
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
IMGUI_API const char *TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by
// TableSetupColumn(). Pass -1 to use current column.
IMGUI_API ImGuiTableColumnFlags
TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered
// status flags. Pass -1 to use current column.
IMGUI_API void TableSetColumnEnabled(
int column_n, bool v); // change user accessible enabled/disabled state of a column. Set to false to hide the
// column. User can use the context menu to change this themselves (right-click in headers,
// or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return
// columns_count if the unused space at the right of visible columns is hovered.
// Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)
// instead.
IMGUI_API void TableSetBgColor(
ImGuiTableBgTarget target, ImU32 color,
int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_API void Columns(int count = 1, const char *id = NULL, bool borders = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index,
float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(
int column_index =
-1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use
// current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
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
IMGUI_API int GetColumnsCount();
// Tab Bars, Tabs
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab
// bars/tabs yourself.
IMGUI_API bool BeginTabBar(const char *str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char *label, bool *p_open = NULL,
ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
IMGUI_API bool TabItemButton(const char *label,
ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when
// clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(
const char
*tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce
// visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar()
// and before Tab submissions. Otherwise call with a window name.
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are
// automatically opened during logging.
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
IMGUI_API void LogToFile(int auto_open_depth = -1, const char *filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char *fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
IMGUI_API void LogTextV(const char *fmt, va_list args) IM_FMTLIST(1);
// Drag and Drop
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() +
// EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() +
// EndDragDropTarget().
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we
// currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
IMGUI_API bool BeginDragDropSource(
ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can
// call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(
const char *type, const void *data, size_t sz,
ImGuiCond cond =
0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear
// imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true,
// you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload *AcceptDragDropPayload(
const char *type,
ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set
// you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload *GetDragDropPayload(); // peek directly into the current payload from anywhere. returns
// NULL when drag and drop is finished or inactive. use
// ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in
// the stack is enough to keep everything disabled)
// - Tooltips windows by exception are opted out of disabling.
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean
// expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you
// might want to reformulate your code to avoid making those calls)
IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled();
// Clipping
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which
// are render only.
IMGUI_API void PushClipRect(const ImVec2 &clip_rect_min, const ImVec2 &clip_rect_max,
bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect();
// Focus, Activation
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(
int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple
// component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when
// using an arrow key, hide when clicking with mouse.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with
// invisible buttons, selectable, treenode covering an area where subsequent
// items may need to be added. Note that both Selectable() and TreeNode() have
// dedicated flags doing this.
// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by
// a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will
// continuously return true while holding mouse button on an item. Items that don't
// interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(
ImGuiMouseButton mouse_button =
0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) &&
// IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in
// function definition.
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is
// generally the same as the "bool" return value of many widgets.
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for
// Undo/Redo patterns with widgets that require continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was
// active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with
// widgets that require continuous editing. Note that you may get false
// positives (some widgets such as Combo()/ListBox()/Selectable() will
// return true even when clicking an already selected item).
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
IMGUI_API bool IsAnyItemActive(); // is any item active?
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main
// platform window" operation mode.
IMGUI_API ImGuiViewport *GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList *GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw
// shapes/text behind dear imgui contents.
IMGUI_API ImDrawList *GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw
// shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(
const ImVec2 &size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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.
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawListSharedData *GetDrawListSharedData(); // you may use this when creating your own ImDrawList
// instances.
IMGUI_API const char *GetStyleColorName(
ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage *storage); // replace current window storage with our own (if you want to
// manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage *GetStateStorage();
// Text Utilities
IMGUI_API ImVec2 CalcTextSize(const char *text, const char *text_end = NULL, bool hide_text_after_double_hash = false,
float wrap_width = -1.0f);
// Color Utilities
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4 &in);
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float &out_h, float &out_s, float &out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float &out_r, float &out_g, float &out_b);
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft,
// ImGuiKey_GamepadDpadUp...).
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was
// obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See
// https://github.com/ocornut/imgui/issues/4921)
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if
// repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API bool IsKeyChordPressed(
ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a
// key-chord. This doesn't do any routing or focus check, please consider using Shortcut()
// function instead.
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay,
float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but
// might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char *GetKeyName(
ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are
// not meant to be saved persistently nor compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(
bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your
// application to handle, typically when true it instructs your app to ignore inputs).
// e.g. force capture keyboard when your widget is being hovered. This is equivalent to
// setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame()
// call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides
// Parent shortcuts) Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() ->
// function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
// Inputs Utilities: Key/Input Ownership [BETA]
// - One common use case would be to allow your items to disable standard inputs behaviors such
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for
// scrolling.
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an
// owner-id-aware version.
IMGUI_API void SetItemKeyOwner(
ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() ||
// IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left,
// ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking
// position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(
ImGuiMouseButton button,
bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(
ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a
// double-click will also report IsMouseClicked() == true)
IMGUI_API bool IsMouseReleasedWithDelay(
ImGuiMouseButton button,
float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime'
// + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some
// apps use this: e.g. MS Explorer single click on an icon to rename.
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time
// where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(
const ImVec2 &r_min, const ImVec2 &r_max,
bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings,
// but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2 *mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote
// that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer
// having backend maintain a mask of held mouse buttons, because upcoming input queue
// system will make this invalid.
IMGUI_API ImVec2
GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2
GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into
// (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(
ImGuiMouseButton button,
float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API ImVec2 GetMouseDragDelta(
ImGuiMouseButton button = 0,
float lock_threshold =
-1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just
// released. This is locked and return 0.0f until the mouse moves past a distance threshold at least
// once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor
GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the
// frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui
// will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
IMGUI_API void SetNextFrameWantCaptureMouse(
bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to
// handle, typical when true it instructs your app to ignore inputs). This is equivalent
// to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
IMGUI_API const char *GetClipboardText();
IMGUI_API void SetClipboardText(const char *text);
// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini
// saving manually.
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an
// absolute path (e.g. same path as executables).
IMGUI_API void LoadIniSettingsFromDisk(
const char *ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame()
// automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_API void LoadIniSettingsFromMemory(
const char *ini_data, size_t ini_size = 0); // call after CreateContext() and before the first call to NewFrame() to
// provide .ini data from your own data source.
IMGUI_API void SaveIniSettingsToDisk(
const char *ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any
// modification that should be reflected in the .ini file (and also by DestroyContext).
IMGUI_API const char *SaveIniSettingsToMemory(
size_t *out_ini_size =
NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when
// io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics
// Debugger
IMGUI_API void DebugTextEncoding(const char *text);
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
IMGUI_API void DebugStartItemPicker();
IMGUI_API bool DebugCheckVersionAndDataLayout(const char *version_str, size_t sz_io, size_t sz_style, size_t sz_vec2,
size_t sz_vec4, size_t sz_drawvert,
size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
IMGUI_API void DebugLog(const char *fmt, ...)
IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
IMGUI_API void DebugLogV(const char *fmt, va_list args) IM_FMTLIST(1);
#endif
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() +
// SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for
// more details.
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void *user_data = NULL);
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc *p_alloc_func, ImGuiMemFreeFunc *p_free_func,
void **p_user_data);
IMGUI_API void *MemAlloc(size_t size);
IMGUI_API void MemFree(void *ptr);
} // namespace ImGui
//-----------------------------------------------------------------------------
// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and
// io.ConfigWindowsMoveFromTitleBarOnly)
enum ImGuiWindowFlags_
{
ImGuiWindowFlags_None = 0,
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar =
1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse =
1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to
// the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to
// as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border.
// Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar =
1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use
// SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code
// in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing = 1
<< 12, // Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g.
// clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar = 1
<< 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar =
1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
ImGuiWindowFlags_NoNavFocus =
1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument =
1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking
// the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is
// assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs =
ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_NavFlattened =
1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
ImGuiWindowFlags_AlwaysUseWindowPadding =
1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
#endif
};
// Flags for ImGui::BeginChild()
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool
// border = false'. About using AutoResizeX/AutoResizeY flags:
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see
// "Demo->Child->Auto-resize with Constraints").
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just
// appearing.
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal.
// BUT it won't update its auto-size while clipped.
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the
// occasional "resizing after becoming visible again" glitch.
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits
// of coarse clipping.
enum ImGuiChildFlags_
{
ImGuiChildFlags_None = 0,
ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1
// == true for legacy reason)
ImGuiChildFlags_AlwaysUseWindowPadding =
1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered
// child windows because it makes more sense)
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless
// ImGuiWindowFlags_NoSavedSettings passed to window flags)
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
ImGuiChildFlags_AutoResizeX =
1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AutoResizeY =
1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize =
1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return
// true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle =
1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding
// instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over
// parent border to this child or between sibling child windows.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
#endif
};
// Flags for ImGui::PushItemFlag()
// (Those are shared by all items)
enum ImGuiItemFlags_
{
ImGuiItemFlags_None = 0, // (Default)
ImGuiItemFlags_NoTabStop =
1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation
// and SetKeyboardFocusHere() calls).
ImGuiItemFlags_NoNavDefaultFocus =
1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based
// on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also
// call IsItemActive() after any button to tell if it is being held.
ImGuiItemFlags_AutoClosePopups =
1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
ImGuiItemFlags_AllowDuplicateId =
1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame
// without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
};
// Flags for ImGui::InputText()
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and
// io.ConfigInputTextEnterKeepActive)
enum ImGuiInputTextFlags_
{
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
// Inputs
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_EnterReturnsTrue =
1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using
// IsItemDeactivatedAfterEdit() instead!
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise
// (contrast to default behavior of Escape to revert)
ImGuiInputTextFlags_CtrlEnterForNewLine =
1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate
// with Ctrl+Enter, add line with Enter).
// Other options
ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
ImGuiInputTextFlags_ParseEmptyRefVal =
1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
ImGuiInputTextFlags_DisplayEmptyRefVal =
1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally
// used with ImGuiInputTextFlags_ParseEmptyRefVal.
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
ImGuiInputTextFlags_NoUndoRedo =
1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your
// own undo/redo stack you need e.g. to call ClearActiveID().
// Elide display / Alignment
ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays
// visible. Useful for path/filenames. Single-line only!
// Callback features
ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways =
1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter =
1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard,
// or return 1 in callback to discard.
ImGuiInputTextFlags_CallbackResize =
1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string
// to grow. Notify when the string wants to be resized (for string types which hold a cache of their
// Size). You will be provided a new BufSize in the callback and NEED to honor it. (see
// misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit =
1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use
// IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// Obsolete names
// ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not
// matching behavior
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen =
1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active
// (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick =
1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior
// is set explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_OpenOnArrow =
1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set
// explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked
// open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding =
1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular
// widget height. Equivalent to calling AlignTextToFramePadding() before the node.
ImGuiTreeNodeFlags_SpanAvailWidth =
1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow
// adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth =
1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
ImGuiTreeNodeFlags_SpanLabelWidth =
1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_SpanAllColumns =
1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
// ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node
// got just open and contents is not visible
ImGuiTreeNodeFlags_NavLeftJumpsToParent =
1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled
// Left nav request remaining.
ImGuiTreeNodeFlags_CollapsingHeader =
ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to
// TreePop() position: cover full contents. Faster (for large trees).
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to
// bottom-most child node. Slower (for large trees).
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags
// flags',
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of
// the flags. It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1
// instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default
// parameter and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always
// be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always
// be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to
// always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already
// open (won't reposition, won't reinitialize navigation)
// ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize
// navigation even when not reopening.
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's
// already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems =
1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel =
1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_NoAutoClosePopups =
1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
ImGuiSelectableFlags_SpanAllColumns =
1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
// Flags for ImGui::BeginCombo()
enum ImGuiComboFlags_
{
ImGuiComboFlags_None = 0,
ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
ImGuiComboFlags_HeightSmall =
1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use
// SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular |
ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
};
// Flags for ImGui::BeginTabBar()
enum ImGuiTabBarFlags_
{
ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable =
1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton =
1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button.
// You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2))
// *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons =
1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ =
ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
};
// Flags for ImGui::BeginTabItem()
enum ImGuiTabItemFlags_
{
ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument =
1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
ImGuiTabItemFlags_SetSelected =
1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton =
1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button.
// You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2))
// *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading =
1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing =
1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
ImGuiTabItemFlags_NoAssumedClosure =
1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop
// submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the
// tab may reappear at end of tab bar.
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow =
1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your
// low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as
// parent of popup) (when used with _ChildWindows or _RootWindow)
// ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as
// parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
};
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use
// 'io.WantCaptureMouse' instead! Please read the FAQ! Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored
// by IsWindowHovered() calls.
enum ImGuiHoveredFlags_
{
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not
// obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows =
1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow =
1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy =
1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of
// popup) (when used with _ChildWindows or _RootWindow)
// ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy
// (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup =
1 << 5, // Return true even if a popup window is normally blocking access to this item/window
// ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally
// blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to
// this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlappedByItem =
1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by
// another hoverable item.
ImGuiHoveredFlags_AllowWhenOverlappedByWindow =
1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride =
1
<< 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
ImGuiHoveredFlags_AllowWhenOverlapped =
ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup |
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
// Tooltips mode
// - typically used in IsItemHovered() + SetTooltip() sequence.
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'
// where you can reconfigure desired behavior.
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip
// (stationary + delay) so the tooltip doesn't show too often.
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer
// no delay or shorter delay.
ImGuiHoveredFlags_ForTooltip =
1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
// (Advanced) Mouse Hovering delays.
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
// - use those if you need specific overrides.
ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec)
// _at least one time_. After this, can move on same item/window. Using the
// stationary test tends to reduces the need for a long delay.
ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the
// default you generally ignore this.
ImGuiHoveredFlags_DelayShort =
1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between
// items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_DelayNormal =
1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between
// items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_NoSharedDelay =
1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the
// previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enum ImGuiDragDropFlags_
{
ImGuiDragDropFlags_None = 0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip =
1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you
// can display a preview or description of the source contents. This flag disables this behavior.
ImGuiDragDropFlags_SourceNoDisableHover =
1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid
// subsequent user code submitting tooltips. This flag disables this behavior so you can still call
// IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers =
1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while
// dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID =
1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by
// manufacturing a temporary identifier based on their window-relative position. This is extremely
// unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern =
1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will
// always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be
// submitted (otherwise payloads are persisting while being dragged)
ImGuiDragDropFlags_PayloadNoCrossContext =
1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
ImGuiDragDropFlags_PayloadNoCrossProcess =
1 << 7, // Hint to specify that the payload may not be copied outside current process.
// AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery =
1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then
// call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect =
1 << 11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip =
1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly =
ImGuiDragDropFlags_AcceptBeforeDelivery |
ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
#endif
};
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with
// '_' are defined by Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F \
"_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
// A primary data type
enum ImGuiDataType_
{
ImGuiDataType_S8, // signed char / char (with sensible compilers)
ImGuiDataType_U8, // unsigned char
ImGuiDataType_S16, // short
ImGuiDataType_U16, // unsigned short
ImGuiDataType_S32, // int
ImGuiDataType_U32, // unsigned int
ImGuiDataType_S64, // long long / __int64
ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_COUNT
};
// A cardinal direction
enum ImGuiDir : int
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT
};
// A sorting direction
enum ImGuiSortDirection : ImU8
{
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
// Support for legacy keys was completely removed in 1.91.5.
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted
// via io.AddInputCharacter(). The keyboard key enum values are named after the keys on a standard US keyboard, and on
// other keyboard types the keys reported may not match the keycaps.
enum ImGuiKey : int
{
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_LeftCtrl,
ImGuiKey_LeftShift,
ImGuiKey_LeftAlt,
ImGuiKey_LeftSuper,
ImGuiKey_RightCtrl,
ImGuiKey_RightShift,
ImGuiKey_RightAlt,
ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0,
ImGuiKey_1,
ImGuiKey_2,
ImGuiKey_3,
ImGuiKey_4,
ImGuiKey_5,
ImGuiKey_6,
ImGuiKey_7,
ImGuiKey_8,
ImGuiKey_9,
ImGuiKey_A,
ImGuiKey_B,
ImGuiKey_C,
ImGuiKey_D,
ImGuiKey_E,
ImGuiKey_F,
ImGuiKey_G,
ImGuiKey_H,
ImGuiKey_I,
ImGuiKey_J,
ImGuiKey_K,
ImGuiKey_L,
ImGuiKey_M,
ImGuiKey_N,
ImGuiKey_O,
ImGuiKey_P,
ImGuiKey_Q,
ImGuiKey_R,
ImGuiKey_S,
ImGuiKey_T,
ImGuiKey_U,
ImGuiKey_V,
ImGuiKey_W,
ImGuiKey_X,
ImGuiKey_Y,
ImGuiKey_Z,
ImGuiKey_F1,
ImGuiKey_F2,
ImGuiKey_F3,
ImGuiKey_F4,
ImGuiKey_F5,
ImGuiKey_F6,
ImGuiKey_F7,
ImGuiKey_F8,
ImGuiKey_F9,
ImGuiKey_F10,
ImGuiKey_F11,
ImGuiKey_F12,
ImGuiKey_F13,
ImGuiKey_F14,
ImGuiKey_F15,
ImGuiKey_F16,
ImGuiKey_F17,
ImGuiKey_F18,
ImGuiKey_F19,
ImGuiKey_F20,
ImGuiKey_F21,
ImGuiKey_F22,
ImGuiKey_F23,
ImGuiKey_F24,
ImGuiKey_Apostrophe, // '
ImGuiKey_Comma, // ,
ImGuiKey_Minus, // -
ImGuiKey_Period, // .
ImGuiKey_Slash, // /
ImGuiKey_Semicolon, // ;
ImGuiKey_Equal, // =
ImGuiKey_LeftBracket, // [
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
ImGuiKey_RightBracket, // ]
ImGuiKey_GraveAccent, // `
ImGuiKey_CapsLock,
ImGuiKey_ScrollLock,
ImGuiKey_NumLock,
ImGuiKey_PrintScreen,
ImGuiKey_Pause,
ImGuiKey_Keypad0,
ImGuiKey_Keypad1,
ImGuiKey_Keypad2,
ImGuiKey_Keypad3,
ImGuiKey_Keypad4,
ImGuiKey_Keypad5,
ImGuiKey_Keypad6,
ImGuiKey_Keypad7,
ImGuiKey_Keypad8,
ImGuiKey_Keypad9,
ImGuiKey_KeypadDecimal,
ImGuiKey_KeypadDivide,
ImGuiKey_KeypadMultiply,
ImGuiKey_KeypadSubtract,
ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
ImGuiKey_AppForward,
ImGuiKey_Oem102, // Non-US backslash.
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing
// mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in
// Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in
// Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in
// Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in
// Windowing mode)
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in
// Windowing mode)
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing
// mode)
ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be
// accessed via standard key API.
ImGuiKey_MouseLeft,
ImGuiKey_MouseRight,
ImGuiKey_MouseMiddle,
ImGuiKey_MouseX1,
ImGuiKey_MouseX2,
ImGuiKey_MouseWheelX,
ImGuiKey_MouseWheelY,
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl,
ImGuiKey_ReservedForModShift,
ImGuiKey_ReservedForModAlt,
ImGuiKey_ReservedForModSuper,
ImGuiKey_NamedKey_END,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format
// allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying
// duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent
// left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky
// keys and backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity
// down to the end-user...
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use
// ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
// ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
// ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key -
// ImGuiKey_NamedKey_BEGIN) index.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys
// don't start at 0 anymore)
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl,
ImGuiKey_ModShift = ImGuiMod_Shift,
ImGuiKey_ModAlt = ImGuiMod_Alt,
ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
// ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif
};
// Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// that are still in imgui_internal.h) Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText()
// function)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy
// IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >>
// RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window
// takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal =
1 << 12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteOverFocused =
1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive =
1
<< 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere
// with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be
// fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused =
1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui
// windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow =
1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip =
1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing +
// directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad =
1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
ImGuiConfigFlags_NoMouseCursorChange =
1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes
// are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may
// want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is
// done by ignoring keyboard events and clearing existing states.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects.
// Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
#endif
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors =
1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos =
1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used
// if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset =
1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices)
// while still using 16-bit indices.
ImGuiBackendFlags_RendererHasTextures =
1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables
// incremental texture updates and texture reloads.
};
// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg, // Background of normal windows
ImGuiCol_ChildBg, // Background of child windows
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg, // Title bar
ImGuiCol_TitleBgActive, // Title bar when focused
ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_InputTextCursor, // InputText cursor/caret
ImGuiCol_TabHovered, // Tab background, when hovered
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
ImGuiCol_TabDimmedSelectedOverline, //..horizontal overline, when tab-bar is unfocused & tab is selected
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextLink, // Hyperlink color
ImGuiCol_TextSelectedBg, // Selected text inside an InputText
ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
#endif
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual
// members and their description.
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12
// ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside
// comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is
// where we link enum values to members offset/type.
enum ImGuiStyleVar_
{
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
ImGuiStyleVar_ChildRounding, // float ChildRounding
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
ImGuiStyleVar_PopupRounding, // float PopupRounding
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign, // ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_COUNT
};
// Flags for InvisibleButton() [extended in imgui_internal.h]
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight |
ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
ImGuiButtonFlags_EnableNav =
1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
enum ImGuiColorEditFlags_
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component
// (will only read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions =
1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview
// next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text
// widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip =
1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel =
1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still
// forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1
<< 8, // // ColorPicker: disable bigger color preview on right side
// of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop =
1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder =
1 << 10, // // ColorButton: disable border (which is enforced by default)
// Alpha preview
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name
// ImGuiColorEditFlags_AlphaPreview.
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old
// behavior.
// - The new flags may be combined better and allow finer controls.
ImGuiColorEditFlags_AlphaOpaque =
1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to
// _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For
// ColorButton() this does the same as _NoAlpha.
ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a
// checkerboard background behind transparent color.
ImGuiColorEditFlags_AlphaPreviewHalf =
1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar =
1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_HDR =
1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you
// probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex.
// ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
ImGuiColorEditFlags_Uint8 =
1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float =
1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats
// instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB =
1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV =
1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably
// don't want to override them in most of your calls. Let the user choose via the option menu and/or call
// SetColorEditOptions() once during startup.
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB |
ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque |
ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
ImGuiColorEditFlags_DisplayMask_ =
ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard
// unless ImGuiColorEditFlags_AlphaNoBg is set.
#endif
// ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV =
// ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it
// easier to swap them. (Those are per-item flags. There is shared behavior flag too: ImGuiIO:
// io.ConfigDragClickToInputText)
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_Logarithmic =
1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with
// this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display
// format string (e.g. %.3f values are rounded to those 3 digits).
ImGuiSliderFlags_NoInput =
1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported
// by DragXXX() functions for now.
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By
// default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_ClampZeroRange =
1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with
// those values. When your clamping limits are dynamic you almost always want to use it.
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to
// alter tweak speed yourself based on your own logic.
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
ImGuiSliderFlags_InvalidMask_ =
0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the
// previous API that has got miscast to this enum, and will trigger an assert if needed.
};
// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGuiMouseButton_
{
ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5
};
// Enumeration for GetMouseCursor()
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors
// that are marked unused here
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_Wait, // When waiting for something to process/load.
ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
};
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(),
// io.AddMousePosEvent() But that "Mouse" data can come from different source which occasionally may be useful for
// application to know about. You can submit a change of pointer type using io.AddMouseSourceEvent().
enum ImGuiMouseSource : int
{
ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less
// precise initial press aiming, dual-axis wheeling possible).
ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling
// rates).
ImGuiMouseSource_COUNT
};
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above
// treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_
{
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver =
1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing =
1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
//-----------------------------------------------------------------------------
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags,
// ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
//-----------------------------------------------------------------------------
// Flags for ImGui::BeginTable()
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has
// ImGuiWindowFlags_AlwaysAutoResize.
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to
// ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two
// TRAILING Stretch columns. (this is because the visible order of columns have subtle but necessary effects on how
// they react to manual resizing).
// - When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
// - Columns sizing policy allowed: Fixed/Auto mostly.
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment
// e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for
// 'inner_width' in BeginTable().
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed
// Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
enum ImGuiTableFlags_
{
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() +
// TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see
// ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings =
1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu.
// By default it is available in TableHeadersRow().
// Decorations
ImGuiTableFlags_RowBg =
1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling
// TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH =
ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always
// appear in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize =
1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always
// appear in Headers). -> May move to style
// Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit =
1
<< 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame =
2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum
// contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
ImGuiTableFlags_SizingStretchProp =
3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal,
// unless overridden by TableSetupColumn().
// Sizing Extra Options
ImGuiTableFlags_NoHostExtendX =
1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when
// ScrollX/ScrollY are disabled and Stretch columns are not used.
ImGuiTableFlags_NoHostExtendY =
1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only
// available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
ImGuiTableFlags_NoKeepColumnsVisible = 1
<< 18, // Disable keeping column always minimally visible when ScrollX is off
// and table gets too small. Not recommended if columns are resizable.
ImGuiTableFlags_PreciseWidths =
1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with
// 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns,
// resizing will appear to be less smooth.
// Clipping
ImGuiTableFlags_NoClip =
1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be
// able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
// Padding
ImGuiTableFlags_PadOuterX =
1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if
// BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX =
1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container
// size. Changes default sizing policy. Because this creates a child window, ScrollY is currently
// generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to
// specify the container size.
// Sorting
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column.
// TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return
// specs where (SpecsCount == 0).
// Miscellaneous
ImGuiTableFlags_HighlightHoveredColumn =
1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
// [Internal] Combinations and masks
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame |
ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
};
// Flags for ImGui::TableSetupColumn()
enum ImGuiTableColumnFlags_
{
// Input configuration flags
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_Disabled =
1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling
// TableSetColumnEnabled() which manipulates the user accessible state)
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch =
1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is
// _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed =
1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy
// is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other
// columns from crossing over this column.
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip =
1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort =
1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel =
1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns.
// Name will still appear in context menu or in angled headers. You may append into this cell by
// calling TableSetColumnIndex() right after the TableHeadersRow() call.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending =
1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending =
1 << 15, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1
<< 17, // Ignore current Indent value when entering cell (default for columns
// > 0). Indentation changes _within_ the cell will still be honored.
ImGuiTableColumnFlags_AngledHeader =
1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in
// _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
// [Internal] Combinations and masks
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible |
ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may
// however we resized indirectly from its left edge)
};
// Flags for ImGui::TableNextRow()
enum ImGuiTableRowFlags_
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents
// accounted differently for auto column width)
};
// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
// - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend
// with the existing color. When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically
// set for odd/even rows. If you set the color of RowBg0 target, your color will override the existing RowBg0 color. If
// you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget_
{
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when
// ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
};
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or
// the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every
// frame!
struct ImGuiTableSortSpecs
{
const ImGuiTableColumnSortSpecs *Specs; // Pointer to sort spec array.
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0
// when ImGuiTableFlags_SortTristate is enabled.
bool
SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
ImGuiTableSortSpecs()
{
memset(this, 0, sizeof(*this));
}
};
// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableColumnSortSpecs
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
ImS16 ColumnIndex; // Index of the column
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted
// on a single criteria will always have a 0 here)
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
ImGuiTableColumnSortSpecs()
{
memset(this, 0, sizeof(*this));
}
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Debug Logging into ShowDebugLogWindow(), tty and more.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...) ((void)0)
#endif
//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms
// complains when user has disabled exceptions.
//-----------------------------------------------------------------------------
struct ImNewWrapper
{
};
inline void *operator new(size_t, ImNewWrapper, void *ptr)
{
return ptr;
}
inline void operator delete(void *, ImNewWrapper, void *)
{
} // This is only required so we can use the symmetrical new()
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
#define IM_PLACEMENT_NEW(_PTR) new (ImNewWrapper(), _PTR)
#define IM_NEW(_TYPE) new (ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template <typename T> void IM_DELETE(T *p)
{
if (p)
{
p->~T();
ImGui::MemFree(p);
}
}
//-----------------------------------------------------------------------------
// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug
// enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our
// public structures are relying on it.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally
// recycle allocated buffers across frames and amortize our costs.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is
// intentional but be extra mindful of that,
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can
// be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------
IM_MSVC_RUNTIME_CHECKS_OFF
template <typename T> struct ImVector
{
int Size;
int Capacity;
T *Data;
// Provide standard typedefs but we don't use them ourselves.
typedef T value_type;
typedef value_type *iterator;
typedef const value_type *const_iterator;
// Constructors, destructor
inline ImVector()
{
Size = Capacity = 0;
Data = NULL;
}
inline ImVector(const ImVector<T> &src)
{
Size = Capacity = 0;
Data = NULL;
operator=(src);
}
inline ImVector<T> &operator=(const ImVector<T> &src)
{
clear();
resize(src.Size);
if (src.Data)
memcpy(Data, src.Data, (size_t)Size * sizeof(T));
return *this;
}
inline ~ImVector()
{
if (Data)
IM_FREE(Data);
} // Important: does not destruct anything
inline void clear()
{
if (Data)
{
Size = Capacity = 0;
IM_FREE(Data);
Data = NULL;
}
} // Important: does not destruct anything
inline void clear_delete()
{
for (int n = 0; n < Size; n++)
IM_DELETE(Data[n]);
clear();
} // Important: never called automatically! always explicit.
inline void clear_destruct()
{
for (int n = 0; n < Size; n++)
Data[n].~T();
clear();
} // Important: never called automatically! always explicit.
inline bool empty() const
{
return Size == 0;
}
inline int size() const
{
return Size;
}
inline int size_in_bytes() const
{
return Size * (int)sizeof(T);
}
inline int max_size() const
{
return 0x7FFFFFFF / (int)sizeof(T);
}
inline int capacity() const
{
return Capacity;
}
inline T &operator[](int i)
{
IM_ASSERT(i >= 0 && i < Size);
return Data[i];
}
inline const T &operator[](int i) const
{
IM_ASSERT(i >= 0 && i < Size);
return Data[i];
}
inline T *begin()
{
return Data;
}
inline const T *begin() const
{
return Data;
}
inline T *end()
{
return Data + Size;
}
inline const T *end() const
{
return Data + Size;
}
inline T &front()
{
IM_ASSERT(Size > 0);
return Data[0];
}
inline const T &front() const
{
IM_ASSERT(Size > 0);
return Data[0];
}
inline T &back()
{
IM_ASSERT(Size > 0);
return Data[Size - 1];
}
inline const T &back() const
{
IM_ASSERT(Size > 0);
return Data[Size - 1];
}
inline void swap(ImVector<T> &rhs)
{
int rhs_size = rhs.Size;
rhs.Size = Size;
Size = rhs_size;
int rhs_cap = rhs.Capacity;
rhs.Capacity = Capacity;
Capacity = rhs_cap;
T *rhs_data = rhs.Data;
rhs.Data = Data;
Data = rhs_data;
}
inline int _grow_capacity(int sz) const
{
int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8;
return new_capacity > sz ? new_capacity : sz;
}
inline void resize(int new_size)
{
if (new_size > Capacity)
reserve(_grow_capacity(new_size));
Size = new_size;
}
inline void resize(int new_size, const T &v)
{
if (new_size > Capacity)
reserve(_grow_capacity(new_size));
if (new_size > Size)
for (int n = Size; n < new_size; n++)
memcpy(&Data[n], &v, sizeof(v));
Size = new_size;
}
inline void shrink(int new_size)
{
IM_ASSERT(new_size <= Size);
Size = new_size;
} // Resize a vector to a smaller size, guaranteed not to cause a reallocation
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity)
return;
T *new_data = (T *)IM_ALLOC((size_t)new_capacity * sizeof(T));
if (Data)
{
memcpy(new_data, Data, (size_t)Size * sizeof(T));
IM_FREE(Data);
}
Data = new_data;
Capacity = new_capacity;
}
inline void reserve_discard(int new_capacity)
{
if (new_capacity <= Capacity)
return;
if (Data)
IM_FREE(Data);
Data = (T *)IM_ALLOC((size_t)new_capacity * sizeof(T));
Capacity = new_capacity;
}
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself!
// e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const T &v)
{
if (Size == Capacity)
reserve(_grow_capacity(Size + 1));
memcpy(&Data[Size], &v, sizeof(v));
Size++;
}
inline void pop_back()
{
IM_ASSERT(Size > 0);
Size--;
}
inline void push_front(const T &v)
{
if (Size == 0)
push_back(v);
else
insert(Data, v);
}
inline T *erase(const T *it)
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T));
Size--;
return Data + off;
}
inline T *erase(const T *it, const T *it_last)
{
IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size);
const ptrdiff_t count = it_last - it;
const ptrdiff_t off = it - Data;
memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T));
Size -= (int)count;
return Data + off;
}
inline T *erase_unsorted(const T *it)
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
if (it < Data + Size - 1)
memcpy(Data + off, Data + Size - 1, sizeof(T));
Size--;
return Data + off;
}
inline T *insert(const T *it, const T &v)
{
IM_ASSERT(it >= Data && it <= Data + Size);
const ptrdiff_t off = it - Data;
if (Size == Capacity)
reserve(_grow_capacity(Size + 1));
if (off < (int)Size)
memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T));
memcpy(&Data[off], &v, sizeof(v));
Size++;
return Data + off;
}
inline bool contains(const T &v) const
{
const T *data = Data;
const T *data_end = Data + Size;
while (data < data_end)
if (*data++ == v)
return true;
return false;
}
inline T *find(const T &v)
{
T *data = Data;
const T *data_end = Data + Size;
while (data < data_end)
if (*data == v)
break;
else
++data;
return data;
}
inline const T *find(const T &v) const
{
const T *data = Data;
const T *data_end = Data + Size;
while (data < data_end)
if (*data == v)
break;
else
++data;
return data;
}
inline int find_index(const T &v) const
{
const T *data_end = Data + Size;
const T *it = find(v);
if (it == data_end)
return -1;
const ptrdiff_t off = it - Data;
return (int)off;
}
inline bool find_erase(const T &v)
{
const T *it = find(v);
if (it < Data + Size)
{
erase(it);
return true;
}
return false;
}
inline bool find_erase_unsorted(const T &v)
{
const T *it = find(v);
if (it < Data + Size)
{
erase_unsorted(it);
return true;
}
return false;
}
inline int index_from_ptr(const T *it) const
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
return (int)off;
}
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStyle
//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------
struct ImGuiStyle
{
// ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
float FontSizeBase; // Current base font size before external scaling factors are applied. Use
// PushFont()/PushFontSize() to modify. Use ImGui::GetFontSize() to obtain scaled value.
float FontScaleMain; // Main scale factor. May be set by application once, or exposed to end-user.
float FontScaleDpi; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is
// enabled, this is automatically overwritten when changing monitor DPI.
float Alpha; // Global alpha applies to everything in Dear ImGui.
float
DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values
// tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not
// well tested and more CPU/GPU costly).
float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of
// hovered window. Generally meaningfully larger than WindowBorderSize to make it
// easy to reach borders.
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows,
// use SetNextWindowSizeConstraints().
ImVec2
WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right).
// Defaults to ImGuiDir_Left.
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are
// not well tested and more CPU/GPU costly).
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other
// values are not well tested and more CPU/GPU costly).
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most
// widgets).
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not
// well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a
// slider and its label).
ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be
// altered between different rows.
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!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize +
// FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float ImageBorderSize; // Thickness of border around Image() calls.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered
// if minimum width.
float
TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered
// if minimum width. FLT_MAX: never show close button when unselected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f
// degrees).
ImVec2 TableAngledHeadersTextAlign; // Alignment of angled headers within the cell
ImGuiTreeNodeFlags
TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or
// ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to
// ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f)
// (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's
// generally important to keep this left-aligned if you want to lay multiple items on a
// same line.
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
ImVec2
SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis.
// Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near
// edges of your screen.
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying
// contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where
// scaling has not been configured).
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply
// per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at
// the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to
// render with bilinear filtering (NOT point/nearest filtering). Latched at the
// beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable
// if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to
// ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of
// segments. Decrease for highly tessellated curves (higher quality, more polygons),
// increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or
// drawing rounded corner rectangles with no explicit segment count specified.
// Decrease for higher quality but more geometry.
// Colors
ImVec4 Colors[ImGuiCol_COUNT];
// Behaviors
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields
// in ImGuiIO)
float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider
// mouse stationary.
float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with
// HoverStationaryDelay.
float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
ImGuiHoveredFlags HoverFlagsForTooltipMouse; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip)
// or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip)
// or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
// [Internal]
float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
// Functions
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
#endif
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiIO
//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
// It is generally expected that:
// - initialization: backends and user code writes to ImGuiIO.
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
//-----------------------------------------------------------------------------
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use
// GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
struct ImGuiKeyData
{
bool Down; // True for if key is down
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
float DownDurationPrev; // Last frame duration the key has been down
float AnalogValue; // 0.0f..1.0f for gamepad values
};
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application.
// Keyboard/Gamepad navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx
// files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change
// every frame.
ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window
// coordinates are different from framebuffer coordinates. This will affect font
// density + will end up in ImDrawData::FramebufferScale.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char *IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to
// current working dir!). Set NULL to disable automatic .ini loading/saving or if you want
// to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char *LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no
// file is specified).
void *UserData; // = NULL // Store your own data.
// Font system
ImFontAtlas
*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
ImFont *FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with
// CTRL+Wheel.
// Keyboard/Gamepad Navigation options
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical
// "Nintendo/Japanese style" gamepad layout.
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May
// be useful on TV/console systems where moving a virtual mouse is difficult. Will
// update io.MousePos and set io.WantSetMousePos=true.
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation
// id/highlight. Set to false if you want to always keep highlight on.
bool ConfigNavEscapeClearFocusWindow; // = false // Pressing Escape can clear focused window as well (super
// set of io.ConfigNavEscapeClearFocusItem).
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible.
// Mouse click hides the cursor.
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
// Miscellaneous options
// (you can visualize and interact with all options in 'Demo->Configuration')
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform
// without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is
// frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events
// submitted during the same frame (e.g. button down + up) will be spread over
// multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it
// to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select
// contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a
// simple mouse click-release (without moving). Not desirable on devices without a
// keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the
// lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better
// mouse cursor feedback. (This used to be a per-window
// ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on
// their title bar. Does not apply to windows without a title bar.
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused
// window into the clipboard. Experimental because: (1) has known issues
// with nested Begin/End pairs (2) text output quality varies (3) text
// output is in submission order rather than spatial order.
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the
// scrollbar grab. When disabled, always scroll to clicked location. When enabled,
// Shift+Click scrolls to clicked location.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory
// buffers when unused. Set to -1.0f to disable.
// Inputs Behaviors
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in
// pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds
// (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
//------------------------------------------------------------------
// Debug options
//------------------------------------------------------------------
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
// - Error recovery is provided as a way to facilitate:
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate
// iterating on code while running).
// - Recovery after running an exception handler or any error processing which may skip code after an error has
// been detected.
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
// You not are not supposed to rely on it in the course of a normal application run.
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct
// imgui API calls!
// Otherwise it would severely hinder your ability to catch and correct mistakes!
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log
// entries, use callback etc.)
// - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log
// callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore
// settings.
bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead
// to direct crashes if recovery is disabled.
bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call
// IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include
// a way to enable asserts if they were disabled.
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its
// discoverability.
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent()
// imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
// Tools to detect code submitting items with conflicting/duplicate IDs
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
bool ConfigDebugHighlightIdConflicts; // = true // Highlight and show an error message popup when multiple
// items have conflicting identifiers.
bool ConfigDebugHighlightIdConflictsShowItemPicker; //=true // Show "Item Picker" button in aforementioned popup.
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return
// value of BeginXXX()
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code
// behavior.
bool ConfigDebugBeginReturnValueOnce; // = false // First-time calls to Begin()/BeginChild() will return
// false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss
// windows.
bool ConfigDebugBeginReturnValueLoop; // = false // Some calls to Begin()/BeginChild() will return false.
// Will cycle through window depths then repeat. Suggested use: add
// "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then
// occasionally press SHIFT. Windows should be flickering while running.
// Option to deactivate io.AddFocusEvent(false) handling.
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove
// all of them.
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling
// io.ClearInputKeys()/io.ClearInputMouse() in input processing.
// Option to audit .ini data
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for
// Docking, but makes saving slower)
//------------------------------------------------------------------
// Platform Identifiers
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for
// backend/wrappers to store their own stuff.
const char *BackendPlatformName; // = NULL
const char *BackendRendererName; // = NULL
void *BackendPlatformUserData; // = NULL // User data for platform backend
void *BackendRendererUserData; // = NULL // User data for renderer backend
void *BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
//------------------------------------------------------------------
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
// Input Functions
IMGUI_API void AddKeyEvent(
ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally
// ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_API void AddKeyAnalogEvent(
ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_
// values). Dead-zones should be handled by the backend.
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to
// signify no mouse (e.g. app not focused and not hovered)
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wheel_x,
float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0:
// scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on
// OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(
ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char *str); // Queue a new characters input from a UTF-8 string
IMGUI_API void SetKeyEventNativeData(
ImGuiKey key, int native_keycode, int native_scancode,
int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native
// indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(
bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you
// have native dialog boxes that are interrupting your application loop/refresh, and you
// want to disable events being queued while your app is frozen.
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer.
// Equivalent to releasing all keys/buttons.
IMGUI_API void ClearInputMouse(); // Clear current mouse state.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now
// included within ClearInputKeys().
#endif
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main
// game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse
// is hovering over an imgui window, widget is active, mouse was clicked over an imgui
// window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your
// main game/application (either way, always pass keyboard inputs to imgui). (e.g.
// InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui
// when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set
// only when io.ConfigNavMoveSetMousePos is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to
// notify your application that you can call SaveIniSettingsToMemory() and save yourself.
// Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window
// is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX
// events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in
// frame per second. Solely for convenience. Slow applications may not want to use a moving average
// or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid
// (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
ImGuiContext *Ctx; // Parent UI context (needs to be set explicitly by parent).
// Main Input State
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX
// functions above instead) (reading from those variables is fair game, as they are extremely unlikely to be moving
// anywhere)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another
// screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui
// mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used
// by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold
// SHIFT to turn vertical scroll into horizontal scroll.
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with
// a horizontal wheel, may not be filled by all backends.
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls
ImGuiKeyChord
KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as
// io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData
KeysData[ImGuiKey_NamedKey_COUNT]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true &&
// WantCaptureMouseUnlessPopupClose == false) when a click over void is
// expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in
// case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3
// (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after
// another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when
// trying to disambiguate them from double-click).
bool
MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We
// don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a
// WheelX event. On a Mac system this is already enforced by the system.
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a
// simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
// (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper
// storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using
// AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and
// io.KeysDown[] (native indices) every frame. This is still temporarily supported as a legacy feature. However the
// new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+)
// ImGui::IsKeyPressed(ImGuiKey_Space) Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+)
// ImGui::IsKeyPressed(ImGuiKey_Space)
// Read https://github.com/ocornut/imgui/issues/4921 for details.
// int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries
// array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy
// backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. bool KeysDown[ImGuiKey_COUNT]; //
// [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to
// keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now
// ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. float
// NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86
// won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. void* ImeWindowHandle;
// // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME
// cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will
// obsolete).
const char *(*GetClipboardTextFn)(void *user_data);
void (*SetClipboardTextFn)(void *user_data, const char *text);
void *ClipboardUserData;
#endif
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
//-----------------------------------------------------------------------------
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is
// used. The callback function should return 0 by default. Callbacks (follow a flag name and see comments in
// ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on
// edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is
// active.
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify
// 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter
// value), allowing the string to grow.
struct ImGuiInputTextCallbackData
{
ImGuiContext *Ctx; // Parent UI context
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void *UserData; // What user passed to InputText() // Read-only
// Arguments for the different callback events
// - During Resize callback, Buf will be same as your input buffer.
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the
// same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars()
// will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of
// 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to
// true so InputText can update its internal state.
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with
// another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
char *Buf; // Text buffer // Read-write // [Resize] Can replace pointer /
// [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always]
// Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include
// zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
int CursorPos; // // Read-write // [Completion,History,Always]
int SelectionStart; // // Read-write // [Completion,History,Always] == to
// SelectionEnd when no selection)
int SelectionEnd; // // Read-write // [Completion,History,Always]
// Helper functions for text manipulation.
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
IMGUI_API ImGuiInputTextCallbackData();
IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char *text, const char *text_end = NULL);
void SelectAll()
{
SelectionStart = 0;
SelectionEnd = BufTextLen;
}
void ClearSelection()
{
SelectionStart = SelectionEnd = BufTextLen;
}
bool HasSelection() const
{
return SelectionStart != SelectionEnd;
}
};
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called
// during the next Begin(). NB: For basic min/max size constraint on each axis you don't need to use the callback! The
// SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeCallbackData
{
void *UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or
// float in here (need reinterpret_cast<>).
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain
// resizing.
};
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload
{
// Members
void *Data; // Data (copied and owned by dear imgui)
int DataSize; // Data size
// [Internal]
ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp
char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle
// overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
ImGuiPayload()
{
Clear();
}
void Clear()
{
SourceId = SourceParentId = 0;
Data = NULL;
DataSize = 0;
memset(DataType, 0, sizeof(DataType));
DataFrameCount = -1;
Preview = Delivery = false;
}
bool IsDataType(const char *type) const
{
return DataFrameCount != -1 && strcmp(type, DataType) == 0;
}
bool IsPreview() const
{
return Preview;
}
bool IsDelivery() const
{
return Delivery;
}
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math
// Operators, ImColor)
//-----------------------------------------------------------------------------
// Helper: Unicode defines
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
#ifdef IMGUI_USE_WCHAR32
#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
#else
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
#endif
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within
// deep-nested code that runs multiple times every frame. Usage: static ImGuiOnceUponAFrame oaf; if (oaf)
// ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame()
{
RefFrame = -1;
}
mutable int RefFrame;
operator bool() const
{
int current_frame = ImGui::GetFrameCount();
if (RefFrame == current_frame)
return false;
RefFrame = current_frame;
return true;
}
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
IMGUI_API ImGuiTextFilter(const char *default_filter = "");
IMGUI_API bool Draw(const char *label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char *text, const char *text_end = NULL) const;
IMGUI_API void Build();
void Clear()
{
InputBuf[0] = 0;
Build();
}
bool IsActive() const
{
return !Filters.empty();
}
// [Internal]
struct ImGuiTextRange
{
const char *b;
const char *e;
ImGuiTextRange()
{
b = e = NULL;
}
ImGuiTextRange(const char *_b, const char *_e)
{
b = _b;
e = _e;
}
bool empty() const
{
return b == e;
}
IMGUI_API void split(char separator, ImVector<ImGuiTextRange> *out) const;
};
char InputBuf[256];
ImVector<ImGuiTextRange> Filters;
int CountGrep;
};
// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer
{
ImVector<char> Buf;
IMGUI_API static char EmptyString[1];
ImGuiTextBuffer()
{
}
inline char operator[](int i) const
{
IM_ASSERT(Buf.Data != NULL);
return Buf.Data[i];
}
const char *begin() const
{
return Buf.Data ? &Buf.front() : EmptyString;
}
const char *end() const
{
return Buf.Data ? &Buf.back() : EmptyString;
} // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const
{
return Buf.Size ? Buf.Size - 1 : 0;
}
bool empty() const
{
return Buf.Size <= 1;
}
void clear()
{
Buf.clear();
}
void resize(int size)
{
if (Buf.Size > size)
Buf.Data[size] = 0;
Buf.resize(size ? size + 1 : 0, 0);
} // Similar to resize(0) on ImVector: empty string but don't free buffer.
void reserve(int capacity)
{
Buf.reserve(capacity);
}
const char *c_str() const
{
return Buf.Data ? Buf.Data : EmptyString;
}
IMGUI_API void append(const char *str, const char *str_end = NULL);
IMGUI_API void appendf(const char *fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendfv(const char *fmt, va_list args) IM_FMTLIST(2);
};
// [Internal] Key+Value for ImGuiStorage
struct ImGuiStoragePair
{
ImGuiID key;
union {
int val_i;
float val_f;
void *val_p;
};
ImGuiStoragePair(ImGuiID _key, int _val)
{
key = _key;
val_i = _val;
}
ImGuiStoragePair(ImGuiID _key, float _val)
{
key = _key;
val_f = _val;
}
ImGuiStoragePair(ImGuiID _key, void *_val)
{
key = _key;
val_p = _val;
}
};
// Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to
// user interactions aka max once a frame) You can use it as custom user storage for temporary values. Declare your own
// storage if, for example:
// - 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).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not
// efficient, but convenient) Types are NOT stored, so it is up to you to make sure your Key don't collide with
// different types.
struct ImGuiStorage
{
// [Internal]
ImVector<ImGuiStoragePair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
void Clear()
{
Data.clear();
}
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
IMGUI_API void SetBool(ImGuiID key, bool val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void *GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void *val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do
// Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a
// Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue
// session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
IMGUI_API int *GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API bool *GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float *GetFloatRef(ImGuiID key, float default_val = 0.0f);
IMGUI_API void **GetVoidPtrRef(ImGuiID key, void *default_val = NULL);
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents
// and then sort once.
IMGUI_API void BuildSortByKey();
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
#endif
};
// Helper: Manually clip large list of items.
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we
// have skipped. (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so,
// and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to
// easily scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or
// not.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the
// cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
struct ImGuiListClipper
{
ImGuiContext *Ctx; // Parent UI context
int DisplayStart; // First item to display, updated by each call to Step()
int DisplayEnd; // End of items to display (exclusive)
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very
// large windows.
void *TempData; // [Internal] Internal data
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in
// the final step, and you can call SeekCursorForItem() manually if you need) items_height: Use -1.0f to be
// calculated automatically on first step. Otherwise pass in the distance between your items, typically
// GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper();
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can
// process/draw those items.
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to
// not be clipped, regardless of their visibility. (Due to alignment / padding of certain items it is possible that
// an extra item may be included on either end of the display range).
inline void IncludeItemByIndex(int item_index)
{
IncludeItemsByIndex(item_index, item_index + 1);
}
IMGUI_API void IncludeItemsByIndex(
int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
// Seek cursor toward given item. This is automatically called while stepping.
// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count
// ahead of time.
// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
IMGUI_API void SeekCursorForItem(int item_index);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void IncludeRangeByIndices(int item_begin, int item_end)
{
IncludeItemsByIndex(item_begin, item_end);
} // [renamed in 1.89.9]
// inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end);
// } // [renamed in 1.89.6] inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0,
// sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
#endif
};
// Helpers: ImVec2/ImVec4 operators
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using
// IM_VEC2_CLASS_EXTRA in imconfig.h)
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths
// operators for ImVec2 and ImVec4.
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface
// for possible user mistake.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
// ImVec2 operators
static inline ImVec2 operator*(const ImVec2 &lhs, const float rhs)
{
return ImVec2(lhs.x * rhs, lhs.y * rhs);
}
static inline ImVec2 operator/(const ImVec2 &lhs, const float rhs)
{
return ImVec2(lhs.x / rhs, lhs.y / rhs);
}
static inline ImVec2 operator+(const ImVec2 &lhs, const ImVec2 &rhs)
{
return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y);
}
static inline ImVec2 operator-(const ImVec2 &lhs, const ImVec2 &rhs)
{
return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y);
}
static inline ImVec2 operator*(const ImVec2 &lhs, const ImVec2 &rhs)
{
return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y);
}
static inline ImVec2 operator/(const ImVec2 &lhs, const ImVec2 &rhs)
{
return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y);
}
static inline ImVec2 operator-(const ImVec2 &lhs)
{
return ImVec2(-lhs.x, -lhs.y);
}
static inline ImVec2 &operator*=(ImVec2 &lhs, const float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
return lhs;
}
static inline ImVec2 &operator/=(ImVec2 &lhs, const float rhs)
{
lhs.x /= rhs;
lhs.y /= rhs;
return lhs;
}
static inline ImVec2 &operator+=(ImVec2 &lhs, const ImVec2 &rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
return lhs;
}
static inline ImVec2 &operator-=(ImVec2 &lhs, const ImVec2 &rhs)
{
lhs.x -= rhs.x;
lhs.y -= rhs.y;
return lhs;
}
static inline ImVec2 &operator*=(ImVec2 &lhs, const ImVec2 &rhs)
{
lhs.x *= rhs.x;
lhs.y *= rhs.y;
return lhs;
}
static inline ImVec2 &operator/=(ImVec2 &lhs, const ImVec2 &rhs)
{
lhs.x /= rhs.x;
lhs.y /= rhs.y;
return lhs;
}
static inline bool operator==(const ImVec2 &lhs, const ImVec2 &rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y;
}
static inline bool operator!=(const ImVec2 &lhs, const ImVec2 &rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y;
}
// ImVec4 operators
static inline ImVec4 operator*(const ImVec4 &lhs, const float rhs)
{
return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs);
}
static inline ImVec4 operator/(const ImVec4 &lhs, const float rhs)
{
return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs);
}
static inline ImVec4 operator+(const ImVec4 &lhs, const ImVec4 &rhs)
{
return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w);
}
static inline ImVec4 operator-(const ImVec4 &lhs, const ImVec4 &rhs)
{
return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w);
}
static inline ImVec4 operator*(const ImVec4 &lhs, const ImVec4 &rhs)
{
return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w);
}
static inline ImVec4 operator/(const ImVec4 &lhs, const ImVec4 &rhs)
{
return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w);
}
static inline ImVec4 operator-(const ImVec4 &lhs)
{
return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w);
}
static inline bool operator==(const ImVec4 &lhs, const ImVec4 &rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w;
}
static inline bool operator!=(const ImVec4 &lhs, const ImVec4 &rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w;
}
IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Helpers macros to generate 32-bit encoded colors
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
// - Any setting other than the default will need custom backend support. The only standard backend that supports
// anything else than the default is DirectX9.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#endif
#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))
#define IM_COL32_WHITE IM_COL32(255, 255, 255, 255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0, 0, 0, 255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0, 0, 0, 0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32
// or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor
{
ImVec4 Value;
constexpr ImColor()
{
}
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a)
{
}
constexpr ImColor(const ImVec4 &col) : Value(col)
{
}
constexpr ImColor(int r, int g, int b, int a = 255)
: Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f),
(float)a * (1.0f / 255.0f))
{
}
constexpr ImColor(ImU32 rgba)
: Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f),
(float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f),
(float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f),
(float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f))
{
}
inline operator ImU32() const
{
return ImGui::ColorConvertFloat4ToU32(Value);
}
inline operator ImVec4() const
{
return Value;
}
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
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;
}
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);
}
};
//-----------------------------------------------------------------------------
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType,
// ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
//-----------------------------------------------------------------------------
// Multi-selection system
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
// with support for clipper (skipping non-visible items), box-select and many other details.
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of
// linear/random access to your tree,
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and
// demoing it.
// - In the spirit of Dear ImGui design, your code owns actual selection data.
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
// About ImGuiSelectionBasicStorage:
// - This is an optional helper to store a selection state and apply selection requests.
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
// Usage:
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current
// data-set.
// - Store and maintain actual selection data using persistent object identifiers.
// - Usage flow:
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and
// pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple
// clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It
// is fine to always honor those steps.
// About ImGuiSelectionUserData:
// - This can store an application-defined identifier (e.g. index or pointer) submitted via
// SetNextItemSelectionUserData().
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your
// selection.
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
// Flags for BeginMultiSelect()
enum ImGuiMultiSelectFlags_
{
ImGuiMultiSelectFlags_None = 0,
ImGuiMultiSelectFlags_SingleSelect =
1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same
// code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
ImGuiMultiSelectFlags_NoRangeSelect =
1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is
// also ensure contiguous SetRange requests are not combined into one. This allows not handling
// interpolation in SetRange requests.
ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting
// range-select in a list of checkboxes).
ImGuiMultiSelectFlags_NoAutoClear =
1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with
// ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
ImGuiMultiSelectFlags_NoAutoClearOnReselect =
1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
ImGuiMultiSelectFlags_BoxSelect1d =
1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection
// works better with little bit of spacing between items hit-box in order to be able to aim at empty
// space.
ImGuiMultiSelectFlags_BoxSelect2d =
1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels,
// or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will
// update selection of normally clipped items.
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
ImGuiMultiSelectFlags_ScopeWindow =
1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect()
// covers a whole window or used a single time in same window.
ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing
// BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is
// called multiple times in same window.
ImGuiMultiSelectFlags_SelectOnClick =
1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
ImGuiMultiSelectFlags_SelectOnClickRelease =
1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item
// without altering selection.
// ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear
// sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
ImGuiMultiSelectFlags_NavWrapX =
1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a
// design for the general Nav API for this yet. When the more general feature be public we may obsolete
// this flag in favor of new one.
};
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
// This mainly contains a list of selection requests.
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is
// shown in the demo)
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
struct ImGuiMultiSelectIO
{
//------------------------------------------// BeginMultiSelect / EndMultiSelect
ImVector<ImGuiSelectionRequest>
Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item
// (often the first selected item) must never be clipped: use
// clipper.IncludeItemByIndex() to ensure it is submitted.
ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known
// SetNextItemSelectionUserData() value for NavId (if part of submitted items).
bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId
// (if part of submitted items).
bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset
// ResetSrcItem (e.g. if deleted selection).
int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied
// here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
};
// Selection request type
enum ImGuiSelectionRequestType
{
ImGuiSelectionRequestType_None = 0,
ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if
// Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is
// entirely up to user (not necessarily an index)
ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items
// (inclusive) based on value of Selected. Only EndMultiSelect() request this,
// app code can read after BeginMultiSelect() and it will always be false.
};
// Selection request item
struct ImGuiSelectionRequest
{
//------------------------------------------// BeginMultiSelect / EndMultiSelect
ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1
// Clear + 1 SetRange with a single-item range.
bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false
// = unselect)
ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem
// comes before RangeLastItem, -1 otherwise. Useful if you want to preserve
// selection order on a backward Shift+Click.
ImGuiSelectionUserData
RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally ==
// RangeSrcItem when shift selecting from top to bottom).
ImGuiSelectionUserData
RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally ==
// RangeSrcItem when shift selecting from bottom to top). Inclusive!
};
// Optional helper to store multi-selection state + apply multi-selection requests.
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
// To store a multi-selection, in your application you could:
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively
// stored selection etc. In ImGuiSelectionBasicStorage we:
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in
// ImGuiMultiSelectIO)
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an
// index.
// - use decently optimized logic to allow queries and insertion of very large selection sets.
// - do not preserve selection order.
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your
// selection. Large applications are likely to eventually want to get rid of this indirection layer and do their own
// thing. See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
struct ImGuiSelectionBasicStorage
{
// Members
int Size; // // Number of selected items, maintained by this helper.
bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two
// additional sorts of selection. Could be improved)
void *UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData =
// (void*)my_items;
ImGuiID (*AdapterIndexToStorageId)(
ImGuiSelectionBasicStorage *self,
int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return
// ((MyItems**)self->UserData)[idx]->ID; };
int _SelectionOrder; // [Internal] Increasing counter to store selection order
ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not
// accessing directly: iterate with GetNextSelectedItem().
// Methods
IMGUI_API ImGuiSelectionBasicStorage();
IMGUI_API void ApplyRequests(
ImGuiMultiSelectIO *ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect()
// functions. It uses 'items_count' passed to BeginMultiSelect()
IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
IMGUI_API void Clear(); // Clear selection
IMGUI_API void Swap(ImGuiSelectionBasicStorage &r); // Swap two selections
IMGUI_API void SetItemSelected(
ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
IMGUI_API bool GetNextSelectedItem(void **opaque_it,
ImGuiID *out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while
// (selection.GetNextSelectedItem(&it, &id)) { ... }'
inline ImGuiID GetStorageIdFromIndex(int idx)
{
return AdapterIndexToStorageId(this, idx);
} // Convert index to item id based on provided adapter.
};
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection
// state.
struct ImGuiSelectionExternalStorage
{
// Members
void *UserData; // User data for use by adapter function // e.g. selection.UserData =
// (void*)my_items;
void (*AdapterSetItemSelected)(
ImGuiSelectionExternalStorage *self, int idx,
bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected)
// { ((MyItems**)self->UserData)[idx]->Selected = selected; }
// Methods
IMGUI_API ImGuiSelectionExternalStorage();
IMGUI_API void ApplyRequests(
ImGuiMultiSelectIO *ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
};
//-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags,
// ImDrawList, ImDrawData) Hold a series of drawing commands. The user provides a renderer for ImDrawData which
// essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable
// baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
#endif
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |=
// ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list,
// cmd); } else { RenderTriangles() }' If you want to override the signature of ImDrawCallback, you can simply use e.g.
// '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList *parent_list, const ImDrawCmd *cmd);
#endif
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this
// address. This is useful, for example, if you submitted callbacks which you know have altered the render state and you
// want it to be restored. Render state is not reset by default because they are many perfectly useful way of altering
// render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping
// rectangle in "viewport" coordinates
ImTextureRef
TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a
// user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0,
// otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are
// stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect
// and texture_id will be set normally.
void *UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size
// == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size >
// 0, this is pointing to a buffer where data is stored.
int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
int UserCallbackDataOffset; // 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
ImDrawCmd()
{
memset(this, 0, sizeof(*this));
} // Also ensure our padding fields are zeroed
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as
// 'TextureId' (we will change this function for an upcoming feature) Since 1.92: removed ImDrawCmd::TextureId
// field, the getter function must be used!
inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID
};
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add
// other fields as needed to simplify integration in your engine. The type has to be described within the macro (you can
// either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd
// want to set your type up. NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD
// WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER
// OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// [Internal] For use by ImDrawList
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
ImTextureRef TexRef;
unsigned int VtxOffset;
};
// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter()
{
memset(this, 0, sizeof(*this));
}
inline ~ImDrawListSplitter()
{
ClearFreeMemory();
}
inline void Clear()
{
_Current = 0;
_Count = 1;
} // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
IMGUI_API void Split(ImDrawList *draw_list, int count);
IMGUI_API void Merge(ImDrawList *draw_list);
IMGUI_API void SetCurrentChannel(ImDrawList *draw_list, int channel_idx);
};
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool.
// Bits 1..3 must be unused)
enum ImDrawFlags_
{
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is
// always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner
// only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight =
1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f,
// we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft =
1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding >
// 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight =
1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding >
// 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners
// (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight |
ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ =
ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally
// not manipulated directly. It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines =
1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough
// to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex =
1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with
// bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill =
1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when
// 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is ==
// GetMainViewport()->Pos+Size (generally io.DisplaySize). You are totally free to apply whatever transformation matrix
// you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui::
// functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd>
CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which
// case this gets reset to 0.
ImDrawListSharedData *_Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the
// one from current ImGui context)
ImDrawVert *_VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the
// ImVector<> operators too much)
ImDrawIdx *_IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the
// ImVector<> operators too much)
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawCmdHeader
_CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of
// ImDrawListSplitter!)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureRef> _TextureStack; // [Internal]
ImVector<ImU8> _CallbacksDataBuf; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while
// zooming at vertex buffer content
const char *_OwnerName; // Pointer to owner window's name for debugging
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but
// that's more involved)
IMGUI_API ImDrawList(ImDrawListSharedData *shared_data);
IMGUI_API ~ImDrawList();
IMGUI_API void PushClipRect(const ImVec2 &clip_rect_min, const 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)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTexture(ImTextureRef tex_ref);
IMGUI_API void PopTexture();
inline ImVec2 GetClipRectMin() const
{
const ImVec4 &cr = _ClipRectStack.back();
return ImVec2(cr.x, cr.y);
}
inline ImVec2 GetClipRectMax() const
{
const ImVec4 &cr = _ClipRectStack.back();
return ImVec2(cr.z, cr.w);
}
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it.
// Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
IMGUI_API void AddLine(const ImVec2 &p1, const ImVec2 &p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2 &p_min, const ImVec2 &p_max, ImU32 col, float rounding = 0.0f,
ImDrawFlags flags = 0,
float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2 &p_min, const ImVec2 &p_max, ImU32 col, float rounding = 0.0f,
ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2 &p_min, const ImVec2 &p_max, ImU32 col_upr_left,
ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, const ImVec2 &p4, ImU32 col,
float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, const ImVec2 &p4, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, ImU32 col);
IMGUI_API void AddCircle(const ImVec2 &center, float radius, ImU32 col, int num_segments = 0,
float thickness = 1.0f);
IMGUI_API void AddCircleFilled(const ImVec2 &center, float radius, ImU32 col, int num_segments = 0);
IMGUI_API void AddNgon(const ImVec2 &center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
IMGUI_API void AddNgonFilled(const ImVec2 &center, float radius, ImU32 col, int num_segments);
IMGUI_API void AddEllipse(const ImVec2 &center, const ImVec2 &radius, ImU32 col, float rot = 0.0f,
int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddEllipseFilled(const ImVec2 &center, const ImVec2 &radius, ImU32 col, float rot = 0.0f,
int num_segments = 0);
IMGUI_API void AddText(const ImVec2 &pos, ImU32 col, const char *text_begin, const char *text_end = NULL);
IMGUI_API void AddText(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);
IMGUI_API void AddBezierCubic(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, const ImVec2 &p4, ImU32 col,
float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, ImU32 col, float thickness,
int num_segments = 0); // Quadratic Bezier (3 control points)
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for
// the user but not used by the main library.
IMGUI_API void AddPolyline(const ImVec2 *points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2 *points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2 *points, int num_points, ImU32 col);
// Image primitives
// - Read FAQ to understand what ImTextureID/ImTextureRef are.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1)
// texture coordinates will generally display the entire texture.
IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2 &p_min, const ImVec2 &p_max,
const ImVec2 &uv_min = ImVec2(0, 0), const ImVec2 &uv_max = ImVec2(1, 1),
ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3,
const ImVec2 &p4, const ImVec2 &uv1 = ImVec2(0, 0), const ImVec2 &uv2 = ImVec2(1, 0),
const ImVec2 &uv3 = ImVec2(1, 1), const ImVec2 &uv4 = ImVec2(0, 1),
ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2 &p_min, const ImVec2 &p_max, const ImVec2 &uv_min,
const ImVec2 &uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it.
// Counter-clockwise shapes will have "inward" anti-aliasing.
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)'
// won't have correct anti-aliasing when followed by PathFillConvex().
inline void PathClear()
{
_Path.Size = 0;
}
inline void PathLineTo(const ImVec2 &pos)
{
_Path.push_back(pos);
}
inline void PathLineToMergeDuplicate(const ImVec2 &pos)
{
if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0)
_Path.push_back(pos);
}
inline void PathFillConvex(ImU32 col)
{
AddConvexPolyFilled(_Path.Data, _Path.Size, col);
_Path.Size = 0;
}
inline void PathFillConcave(ImU32 col)
{
AddConcavePolyFilled(_Path.Data, _Path.Size, col);
_Path.Size = 0;
}
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f)
{
AddPolyline(_Path.Data, _Path.Size, col, flags, thickness);
_Path.Size = 0;
}
IMGUI_API void PathArcTo(const ImVec2 &center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2 &center, float radius, int a_min_of_12,
int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathEllipticalArcTo(const ImVec2 &center, const ImVec2 &radius, float rot, float a_min, float a_max,
int num_segments = 0); // Ellipse
IMGUI_API void PathBezierCubicCurveTo(const ImVec2 &p2, const ImVec2 &p3, const ImVec2 &p4,
int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2 &p2, const ImVec2 &p3,
int num_segments = 0); // Quadratic Bezier (3 control points)
IMGUI_API void PathRect(const ImVec2 &rect_min, const ImVec2 &rect_max, float rounding = 0.0f,
ImDrawFlags flags = 0);
// Advanced: Draw Callbacks
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom
// rendering commands (difficult to do correctly, but possible).
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the
// default.
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering
// triangles. All standard backends are honoring this.
// - For some backends, the callback may access selected render-states exposed by the backend in a
// ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and
// using size>0 (copying pointed data into a buffer).
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in
// ImDrawCmd::UserCallbackData during render.
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a
// buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to
// retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect
// dynamically-sized data.
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to
// copy/store a simple void*.
IMGUI_API void AddCallback(ImDrawCallback callback, void *userdata, size_t userdata_size = 0);
// Advanced: Miscellaneous
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
IMGUI_API ImDrawList *CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives
// before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append
// into separate channels then merge at the end)
// - This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count)
{
_Splitter.Split(this, count);
}
inline void ChannelsMerge()
{
_Splitter.Merge(this);
}
inline void ChannelsSetCurrent(int n)
{
_Splitter.SetCurrentChannel(this, n);
}
// Advanced: Primitives allocations
// - We render triangles (three vertices)
// - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2 &a, const ImVec2 &b,
ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2 &a, const ImVec2 &b, const ImVec2 &uv_a, const ImVec2 &uv_b, ImU32 col);
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);
inline void PrimWriteVtx(const ImVec2 &pos, const ImVec2 &uv, ImU32 col)
{
_VtxWritePtr->pos = pos;
_VtxWritePtr->uv = uv;
_VtxWritePtr->col = col;
_VtxWritePtr++;
_VtxCurrentIdx++;
}
inline void PrimWriteIdx(ImDrawIdx idx)
{
*_IdxWritePtr = idx;
_IdxWritePtr++;
}
inline void PrimVtx(const ImVec2 &pos, const ImVec2 &uv, ImU32 col)
{
PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);
PrimWriteVtx(pos, uv, col);
} // Write vertex with unique index
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_API void PushTextureID(ImTextureRef tex_ref)
{
PushTexture(tex_ref);
} // RENAMED in 1.92.x
IMGUI_API void PopTextureID()
{
PopTexture();
} // RENAMED in 1.92.x
#endif
// inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int
// num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot,
// num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) inline void AddEllipseFilled(const ImVec2&
// center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) {
// AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } //
// OBSOLETED in 1.90.5 (Mar 2024) inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float
// radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center,
// ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) inline void
// AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float
// thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED
// in 1.80 (Jan 2021) inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int
// num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
// [Internal helpers]
IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData *data);
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _TryMergeDrawCmds();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTexture();
IMGUI_API void _OnChangedVtxOffset();
IMGUI_API void _SetTexture(ImTextureRef tex_ref);
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2 &center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2 &center, float radius, float a_min, float a_max, int num_segments);
};
// All draw data to render a Dear ImGui frame
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward
// compatibility purpose, as this is one of the oldest structure exposed by the library! Basically, ImDrawList ==
// CmdList)
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render. (== CmdLists.Size). Exists for legacy reason.
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector<ImDrawList *> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and
// only pointed to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix
// to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport
// applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, ==
// io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale
// (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display,
// (2,2) on OSX with Retina display.
ImGuiViewport
*OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
ImVector<ImTextureData *> *Textures; // List of textures to update. Most of the times the list is shared by all
// ImDrawData, has only 1 texture and it doesn't need any update. This almost
// always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set
// to NULL if you want to manually update textures.
// Functions
ImDrawData()
{
Clear();
}
IMGUI_API void Clear();
IMGUI_API void AddDrawList(
ImDrawList *draw_list); // Helper to add an external draw list into an existing ImDrawData.
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot
// render indexed. Note: this is slow and most likely a waste of resources.
// Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(
const ImVec2 &fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output
// buffer is at a different scale than Dear ImGui expects, or if there is a difference
// between your window resolution and framebuffer resolution.
};
//-----------------------------------------------------------------------------
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
//-----------------------------------------------------------------------------
// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
// They are defined above in this header file. Read their description to the difference between ImTextureRef and
// ImTextureID. FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT
// THEM.
//-----------------------------------------------------------------------------
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
enum ImTextureFormat
{
ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
};
// Status of a texture to communicate with Renderer Backend.
enum ImTextureStatus
{
ImTextureStatus_OK,
ImTextureStatus_Destroyed, // Backend destroyed the texture.
ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions
// which have never been used before). Set status OK when done.
ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
};
// Coordinates of a rectangle within a texture.
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the
// graphics system. You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding
// box.
struct ImTextureRect
{
unsigned short x, y; // Upper-left coordinates of rectangle to update
unsigned short w, h; // Size of rectangle to update (in pixels)
};
// Specs and pixel storage for a texture used by Dear ImGui.
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
// Renderer Backends will create a GPU-side version of this.
// Why does we store two identifiers: TexID and BackendUserData?
// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not
// created by the backend, and for which there's no ImTextureData.
// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have
// enough with TexID and not need both. In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main
// library, 'backend'=renderer backend
struct ImTextureData
{
//------------------------------------------ core / backend ---------------------------------------
int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique
// per atlas.
ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use
// SetStatus() to modify!
void *BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
ImTextureID
TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will
// stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
int Width; // w r // Texture width
int Height; // w r // Texture height
int BytesPerPixel; // w r // 4 or 1
unsigned char
*Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a
// count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
bool
UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still
// be used in the current frame.
// Functions
ImTextureData()
{
memset(this, 0, sizeof(*this));
}
~ImTextureData()
{
DestroyPixels();
}
IMGUI_API void Create(ImTextureFormat format, int w, int h);
IMGUI_API void DestroyPixels();
unsigned char *GetPixels()
{
IM_ASSERT(Pixels != NULL);
return Pixels;
}
unsigned char *GetPixelsAt(int x, int y)
{
IM_ASSERT(Pixels != NULL);
return Pixels + (x + y * Width) * BytesPerPixel;
}
int GetSizeInBytes() const
{
return Width * Height * BytesPerPixel;
}
int GetPitch() const
{
return Width * BytesPerPixel;
}
ImTextureRef GetTexRef()
{
ImTextureRef tex_ref;
tex_ref._TexData = this;
tex_ref._TexID = ImTextureID_Invalid;
return tex_ref;
}
ImTextureID GetTexID() const
{
return TexID;
}
// Called by Renderer backend
void SetTexID(ImTextureID tex_id)
{
TexID = tex_id;
} // Call after creating or destroying the texture. Never modify TexID directly!
void SetStatus(ImTextureStatus status)
{
Status = status;
} // Call after honoring a request. Never modify Status directly!
};
//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
// A font input/source (we may rename this to ImFontSource in the future)
struct ImFontConfig
{
// Data Source
char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
void *FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete
// memory itself).
// Options
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.
bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. 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.
bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
ImS8 FontNo; // 0 // Index of font within TTF/OTF file
ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2
// depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for
// large glyphs save memory. Read
// https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not
// really useful as we don't use sub-pixel positions on the Y axis.
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
const ImWchar *GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
// Pointer to a user-provided list of Unicode range (2 value per range, values are
// inclusive, zero-terminated list).
const ImWchar
*GlyphExcludeRanges; // NULL // Pointer to a VERY SHORT user-provided list of Unicode range (2 value per
// range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[]
// but designed to exclude ranges from a font source, when merging fonts with overlapping
// glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
// ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU
// WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX.
// Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default
// size, other sizes will scale this value.
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to
// enforce mono-space font. Absolute value for default size, other sizes will scale this
// value.
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are
// using this. // FIXME-NEWATLAS: Intentionally unscaled
unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION
// DEPENDENT. Leave as zero if unsure.
// unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small
// fonts may be a good workaround to make them more readable. This is a silly thing we may
// remove in the future.
float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is
// not supported] DPI scale multiplier for rasterization. Not altering other font metrics:
// makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or
// handle Retina screen. IMPORTANT: If you change this it is expected that you
// increase/decrease font scale roughly to the inverse of this, otherwise quality may look
// lowered.
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are
// being merged first specified ellipsis will be used.
// [Internal]
ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
ImFont *DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
const ImFontLoader *FontLoader; // Custom font backend for this source (other use one stored in ImFontAtlas)
void *FontLoaderData; // Font loader opaque storage (per font config)
IMGUI_API ImFontConfig();
};
// Hold rendering data for one glyph.
// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or
// we can rework this)
struct ImFontGlyph
{
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable
// with no shift on little-endian as this is used in loops)
unsigned int Visible
: 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsigned int SourceIdx : 4; // Index of source in parent font
unsigned int Codepoint : 26; // 0x0000..0x10FFFF
float AdvanceX; // Horizontal distance to advance cursor/layout position.
float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of
// calling GetCustomRect() with PackId.
int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
ImFontGlyph()
{
memset(this, 0, sizeof(*this));
PackId = -1;
}
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call
// BuildRanges(). This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
struct ImFontGlyphRangesBuilder
{
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder()
{
Clear();
}
inline void Clear()
{
int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8;
UsedChars.resize(size_in_bytes / (int)sizeof(ImU32));
memset(UsedChars.Data, 0, (size_t)size_in_bytes);
}
inline bool GetBit(size_t n) const
{
int off = (int)(n >> 5);
ImU32 mask = 1u << (n & 31);
return (UsedChars[off] & mask) != 0;
} // Get bit n in the array
inline void SetBit(size_t n)
{
int off = (int)(n >> 5);
ImU32 mask = 1u << (n & 31);
UsedChars[off] |= mask;
} // Set bit n in the array
inline void AddChar(ImWchar c)
{
SetBit(c);
} // Add character
IMGUI_API void AddText(const char *text,
const char *text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(
const ImWchar *ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add
// all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar> *out_ranges); // Output new ranges
};
// An opaque identifier to a rectangle in the atlas. -1 when invalid.
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
typedef int ImFontAtlasRectId;
#define ImFontAtlasRectId_Invalid -1
// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
struct ImFontAtlasRect
{
unsigned short x, y; // Position (in current texture)
unsigned short w, h; // Size
ImVec2 uv0, uv1; // UV coordinates (in current texture)
ImFontAtlasRect()
{
memset(this, 0, sizeof(*this));
}
};
// Flags for ImFontAtlas build
enum ImFontAtlasFlags_
{
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors =
1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines =
1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for
// point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be
// rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in
// the font atlas).
// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
// It is the rendering backend responsibility to upload texture into your graphics API:
// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each
// ImTextureData instance.
// - Backend then set ImTextureData's TexID and BackendUserData.
// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about
// ImTextureID/ImTextureRef for more details.
// Legacy path:
// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics
// API.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until
// the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we
// will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the
// future!
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont *AddFont(const ImFontConfig *font_cfg);
IMGUI_API ImFont *AddFontDefault(const ImFontConfig *font_cfg = NULL);
IMGUI_API ImFont *AddFontFromFileTTF(const char *filename, float size_pixels = 0.0f,
const ImFontConfig *font_cfg = NULL, const ImWchar *glyph_ranges = NULL);
IMGUI_API ImFont *AddFontFromMemoryTTF(
void *font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig *font_cfg = NULL,
const ImWchar *glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted
// after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false
// to keep ownership of your data and it won't be freed.
IMGUI_API ImFont *AddFontFromMemoryCompressedTTF(
const void *compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f,
const ImFontConfig *font_cfg = NULL,
const ImWchar *glyph_ranges =
NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_API ImFont *AddFontFromMemoryCompressedBase85TTF(
const char *compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig *font_cfg = NULL,
const ImWchar *glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with
// binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void RemoveFont(ImFont *font);
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)
IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
// As we are transitioning toward a new font system, we expect to obsolete those soon:
IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF
// data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage,
// UV coordinates).
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has
// been copied to graphics memory.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy path for build atlas + retrieving pixel data.
// - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then
// store your texture handle with SetTexID().
// - The pitch is always = Width * BytesPerPixels (1 or 4)
// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually
// manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75%
// of memory/bandwidth waste.
// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
// - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
// - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring
// texture creation.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
IMGUI_API void GetTexDataAsAlpha8(unsigned char **out_pixels, int *out_width, int *out_height,
int *out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char **out_pixels, int *out_width, int *out_height,
int *out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
void SetTexID(ImTextureID id)
{
IM_ASSERT(TexRef._TexID == ImTextureID_Invalid);
TexRef._TexData->TexID = id;
} // Called by legacy backends. May be called before texture creation.
void SetTexID(ImTextureRef id)
{
IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL);
TexRef._TexData->TexID = id._TexID;
} // Called by legacy backends.
bool IsBuilt() const
{
return Fonts.Size > 0 && TexIsBuilt;
} // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except
// that would be backend dependent..
#endif
//-------------------------------------------
// Glyph Ranges
//-------------------------------------------
// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support
// ImGuiBackendFlags_RendererHasTextures!
IMGUI_API const ImWchar *GetGlyphRangesDefault(); // Basic Latin, Extended Latin
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar *GetGlyphRangesGreek(); // Default + Greek and Coptic
IMGUI_API const ImWchar *GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar *GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999
// Ideographs
IMGUI_API const ImWchar *GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full
// set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar *GetGlyphRangesChineseSimplifiedCommon(); // Default + Half-Width + Japanese
// Hiragana/Katakana + set of 2500 CJK Unified
// Ideographs for common simplified Chinese
IMGUI_API const ImWchar *GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar *GetGlyphRangesThai(); // Default + Thai characters
IMGUI_API const ImWchar *GetGlyphRangesVietnamese(); // Default + Vietnamese characters
#endif
//-------------------------------------------
// [ALPHA] Custom Rectangles/Glyphs API
//-------------------------------------------
// Register and retrieve custom rectangles
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
// - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build
// call)
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
// - VERY IMPORTANT:
// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
// - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
// - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV
// coordinates are typically changed at the same time.
// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may
// help some backends decide of preferred texture format.
// - Read docs/FONTS.md for more details about using colorful icons.
// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI
// settings.
// - (Pre-1.92 names) ------------> (1.92 names)
// - GetCustomRectByIndex() --> Use GetCustomRect()
// - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
// - AddCustomRectRegular() --> Renamed to AddCustomRect()
// - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
// - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
IMGUI_API ImFontAtlasRectId AddCustomRect(
int width, int height,
ImFontAtlasRect *out_r = NULL); // Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in
// texture until resized / garbage collected.
IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect *out_r)
const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
//-------------------------------------------
// Members
//-------------------------------------------
// Input
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to
// ImTextureFormat_Alpha8).
int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels.
// Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this
// to 0 (will also need to set AntiAliasedLinesUseTex = false).
int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
void *UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
// Output
// - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME*
// during the frame.
// - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates
// are only valid for the current TexRef.
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
#else
union {
ImTextureRef TexRef;
ImTextureRef TexID;
}; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x
#endif
ImTextureData *TexData; // Latest texture.
// [Internal]
ImVector<ImTextureData *>
TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE
// DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any
// attempt to modify the atlas will assert.
bool RendererHasTextures; // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel),
// in order to help backend select a format or conversion process.
ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
ImVector<ImFont *> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling
// ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontConfig> Sources; // Source/configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
int FontNextUniqueID; // Next value to be stored in ImFont->FontID
ImVector<ImDrawListSharedData *>
DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
ImFontAtlasBuilder
*Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
const ImFontLoader *FontLoader; // Font loader opaque interface (default to stb_truetype, can be changed to use
// FreeType by defining IMGUI_ENABLE_FREETYPE). Don't set directly!
const char *FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
void *FontLoaderData; // Font backend opaque storage
unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION
// DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
int RefCount; // Number of contexts using this atlas
ImGuiContext *OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
// [Obsolete]
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can
// render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
inline ImFontAtlasRectId AddCustomRectRegular(int w, int h)
{
return AddCustomRect(w, h);
} // RENAMED in 1.92.X
inline const ImFontAtlasRect *GetCustomRectByIndex(ImFontAtlasRectId id)
{
return GetCustomRect(id, &TempRect) ? &TempRect : NULL;
} // OBSOLETED in 1.92.X
inline void CalcCustomRectUV(const ImFontAtlasRect *r, ImVec2 *out_uv_min, ImVec2 *out_uv_max) const
{
*out_uv_min = r->uv0;
*out_uv_max = r->uv1;
} // OBSOLETED in 1.92.X
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(
ImFont *font, ImWchar codepoint, int w, int h, float advance_x,
const ImVec2 &offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig
IMGUI_API ImFontAtlasRectId
AddCustomRectFontGlyphForSize(ImFont *font, float font_size, ImWchar codepoint, int w, int h, float advance_x,
const ImVec2 &offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X
#endif
// unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.
// int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before
// calling 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) typedef ImFontAtlasRect ImFontAtlasCustomRect;
// // OBSOLETED in 1.92.X typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ typedef
// ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
};
// Font runtime data for a given size
// Important: pointers to ImFontBaked are only valid for the current frame.
struct ImFontBaked
{
// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float>
IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for
// CalcTextSize functions which only this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
float RasterizerDensity; // 4 // in // Density this is baked at
// [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
// [Internal] Members: Cold
float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
unsigned int MetricsTotalSurface
: 26; // 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact,
// we approximate the cost of padding between glyphs)
unsigned int WantDestroy : 1; // 0 // // Queued for destroy
unsigned int LockLoadingFallback : 1; // 0 // //
int LastUsedFrame; // 4 // // Record of that time this was bounds
ImGuiID BakedId; // 4 //
ImFont *ContainerFont; // 4-8 // in // Parent font
void *FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous
// buffer allocated by imgui, passed to loader.
// Functions
IMGUI_API ImFontBaked();
IMGUI_API void ClearOutputData();
IMGUI_API ImFontGlyph *FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
IMGUI_API ImFontGlyph *FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
IMGUI_API float GetCharAdvance(ImWchar c);
IMGUI_API bool IsGlyphLoaded(ImWchar c);
};
// Font flags
// (in future versions as we redesign font loading API, this will become more important and better documented. for now
// please consider this as internal/advanced use)
enum ImFontFlags_
{
ImFontFlags_None = 0,
ImFontFlags_DefaultToLegacySize = 1 << 0, // Legacy compatibility: make PushFont() calls without explicit size use
// font->LegacySize instead of current font size.
ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing
// file/data. Calling code is expected to check AddFontXXX() return value.
ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
ImFontFlags_LockBakedSizes =
1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want
// to lock a font to a single size. Important: if you use this to preload given sizes, consider the
// possibility of multiple font density used on Retina display.
};
// Font runtime data and rendering
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as
// g.FontBaked == g.Font->GetFontBaked(g.FontSize).
struct ImFont
{
// [Internal] Members: Hot ~12-20 bytes
ImFontBaked *LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
ImFontAtlas *ContainerAtlas; // 4-8 // What we have been loaded into.
ImFontFlags Flags; // 4 // Font flags.
float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
// [Internal] Members: Cold ~24-52 bytes
// Conceptually Sources[] is the list of font sources merged to create this font.
ImGuiID FontId; // Unique identifier for the font
float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to
// use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
ImVector<ImFontConfig *> Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX + 1) / 8192 /
8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block
// of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations
// across all used codepoints.
bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you
// can adjust with SetWindowFontScale()
#endif
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API bool IsGlyphInFont(ImWchar c);
bool IsLoaded() const
{
return ContainerAtlas != NULL;
}
const char *GetDebugName() const
{
return Sources.Size ? Sources[0]->Name : "<unknown>";
} // Fill ImFontConfig::Name.
// [Internal] Don't use!
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImFontBaked *GetFontBaked(float font_size,
float density = -1.0f); // Get or create baked data for given size
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); // utf8
IMGUI_API const char *CalcWordWrapPosition(float size, const char *text, const char *text_end, float wrap_width);
IMGUI_API void RenderChar(ImDrawList *draw_list, float size, const ImVec2 &pos, ImU32 col, ImWchar c,
const ImVec4 *cpu_fine_clip = NULL);
IMGUI_API void RenderText(ImDrawList *draw_list, float size, const 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);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline const char *CalcWordWrapPositionA(float scale, const char *text, const char *text_end, float wrap_width)
{
return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width);
}
#endif
// [Internal] Don't use!
IMGUI_API void ClearOutputData();
IMGUI_API void AddRemapChar(
ImWchar from_codepoint,
ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
// This is provided for consistency (but we don't actually use this)
inline ImTextureID ImTextureRef::GetTexID() const
{
IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
return _TexData ? _TexData->TexID : _TexID;
}
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution
// too)
inline ImTextureID ImDrawCmd::GetTexID() const
{
// If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
if (TexRef._TexData != NULL)
IM_ASSERT(tex_id != ImTextureID_Invalid &&
"ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call "
"ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
return tex_id;
}
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
enum ImGuiViewportFlags_
{
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp =
1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main
// platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for
// platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
struct ImGuiViewport
{
ImGuiID ID; // Unique identifier for the viewport
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native
// coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on
// macOS/iOS). This will affect font rasterizer density.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
// Platform/Backend Dependent Data
void *PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
void *PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected
// to be a HWND, unused for other platforms)
ImGuiViewport()
{
memset(this, 0, sizeof(*this));
}
// Helpers
ImVec2 GetCenter() const
{
return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f);
}
ImVec2 GetWorkCenter() const
{
return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f);
}
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces
//-----------------------------------------------------------------------------
// Access via ImGui::GetPlatformIO()
struct ImGuiPlatformIO
{
IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------
// Input - Interface with OS and Platform backend (most common stuff)
//------------------------------------------------------------------
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS
// clipboard on other architectures)
const char *(*Platform_GetClipboardTextFn)(ImGuiContext *ctx);
void (*Platform_SetClipboardTextFn)(ImGuiContext *ctx, const char *text);
void *Platform_ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
bool (*Platform_OpenInShellFn)(ImGuiContext *ctx, const char *path);
void *Platform_OpenInShellUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when
// using Japanese/Chinese IME on Windows) (default to use native imm32 api on Windows)
void (*Platform_SetImeDataFn)(ImGuiContext *ctx, ImGuiViewport *viewport, ImGuiPlatformImeData *data);
void *Platform_ImeUserData;
// void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to
// platform_io.PlatformSetImeDataFn in 1.91.1]
// Optional: Platform locale
// [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled
// from *localeconv()->decimal_point
ImWchar Platform_LocaleDecimalPoint; // '.'
//------------------------------------------------------------------
// Input - Interface with Renderer Backend
//------------------------------------------------------------------
// Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
int Renderer_TextureMaxWidth;
int Renderer_TextureMaxHeight;
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific
// ImGui_ImplXXXX_RenderState* structure.
void *Renderer_RenderState;
//------------------------------------------------------------------
// Output
//------------------------------------------------------------------
// Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which
// points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
ImVector<ImTextureData *> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external
// texture list is automatically appended into this.
};
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is
// called during EndFrame().
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible.
bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to
// the upcoming value of io.WantTextInput.
ImVec2 InputPos; // Position of input cursor (for IME).
float InputLineHeight; // Line height (for IME).
ImGuiID ViewportId; // ID of platform window/viewport.
ImGuiPlatformImeData()
{
memset(this, 0, sizeof(*this));
}
};
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in
// imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.92.0 (from June 2025)
IMGUI_API void SetWindowFontScale(
float scale); // Set font scale factor for current window. Prefer using PushFontSize(style.FontSizeBase * factor) or
// use style.FontScaleMain to scale all windows.
// OBSOLETED in 1.91.9 (from February 2025)
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0, const ImVec2 &uv1,
const ImVec4 &tint_col,
const ImVec4 &border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you
// use 'tint_col', use ImageWithBg() instead.
// OBSOLETED in 1.91.0 (from July 2024)
static inline void PushButtonRepeat(bool repeat)
{
PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
}
static inline void PopButtonRepeat()
{
PopItemFlag();
}
static inline void PushTabStop(bool tab_stop)
{
PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
}
static inline void PopTabStop()
{
PopItemFlag();
}
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or
// current column boundaries). You should never need this. Always use
// GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in
// window-local coordinates. You should never need this. Always use
// GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in
// window-local coordinates. You should never need this. Always use
// GetCursorScreenPos() and GetContentRegionAvail()!
// OBSOLETED in 1.90.0 (from September 2023)
static inline bool BeginChildFrame(ImGuiID id, const ImVec2 &size, ImGuiWindowFlags window_flags = 0)
{
return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags);
}
static inline void EndChildFrame()
{
EndChild();
}
// static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags
// window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None,
// window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders static inline bool BeginChild(ImGuiID id, const
// ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ?
// ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true ==
// ImGuiChildFlags_Borders
static inline void ShowStackToolWindow(bool *p_open = NULL)
{
ShowIDStackToolWindow(p_open);
}
IMGUI_API bool Combo(const char *label, int *current_item,
bool (*old_callback)(void *user_data, int idx, const char **out_text), void *user_data,
int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool ListBox(const char *label, int *current_item,
bool (*old_callback)(void *user_data, int idx, const char **out_text), void *user_data,
int items_count, int height_in_items = -1);
// OBSOLETED in 1.89.7 (from June 2023)
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.89.4 (from March 2023)
// static inline void PushAllowKeyboardFocus(bool tab_stop) {
// PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
//-- OBSOLETED in 1.89 (from August 2022)
// 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)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding).
// Refer to code in 1.91 if you want to grab a copy of this version.
//-- OBSOLETED in 1.88 (from May 2022)
// static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) {
// SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
// static inline void CaptureMouseFromApp(bool want_capture_mouse = true) {
// SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
// IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >=
// ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return
// (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key].
// When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return
// the same value! static inline ImGuiKey GetKeyIndex(ImGuiKey key) {
// IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
//-- OBSOLETED in 1.86 (from November 2021)
// IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int*
// out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for
// large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
// static inline float GetWindowContentRegionWidth() { return
// GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
//-- OBSOLETED in 1.81 (from February 2021)
// static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return
// BeginListBox(label, size); } static inline bool ListBoxHeader(const char* label, int items_count, int
// height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7)
// : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); }
// // Helper to calculate size from items_count and height_in_items static inline void ListBoxFooter() { EndListBox();
// }
//-- OBSOLETED in 1.79 (from August 2020)
// static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) {
// OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead.
// Renamed in 1.77, renamed back in 1.79. Sorry!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of
//ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. IMGUI_API bool DragScalar(const
// char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char*
// format, float power = 1.0f) // OBSOLETED in 1.78 (from
// June 2020) IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components,
// float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78
// (from June 2020) IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const
// void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
// IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const
// void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) static
// inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format,
// float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
// // OBSOLETED in 1.78 (from June 2020) static inline bool DragFloat2(const char* label, float v[2], float v_speed,
// float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v,
// 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) static inline bool
// DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power
// = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } //
// OBSOLETED in 1.78 (from June 2020) static inline bool DragFloat4(const char* label, float v[4], float v_speed, float
// v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4,
// v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) static inline bool SliderFloat(const
// char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return
// SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from
// June 2020) static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char*
// format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max,
// format, power); } // OBSOLETED in 1.78 (from June 2020) static inline bool SliderFloat3(const char* label,
// float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return
// SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from
// June 2020) static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char*
// format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max,
// format, power); } // OBSOLETED in 1.78 (from June 2020)
//-- OBSOLETED in 1.77 and before
// static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return
// BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77
// (from June 2020) static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() +
// GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) static inline void SetNextTreeNodeOpen(bool
// open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June
// 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED
// in 1.70 (from May 2019) static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
// // OBSOLETED in 1.69 (from Mar 2019) static inline void SetScrollHere(float ratio = 0.5f) {
// SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) static inline
// bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } //
// OBSOLETED in 1.63 (from Aug 2018)
//-- OBSOLETED in 1.60 and before
// static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } //
// OBSOLETED in 1.60 (from Apr 2018) static inline bool IsAnyWindowHovered() { return
// IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
// static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between
// Oct 2017 and Dec 2017) static inline bool IsRootWindowFocused() { return
// IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
// static inline bool IsRootWindowOrAnyChildFocused() { return
// IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
// static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED
// in 1.53 (between Oct 2017 and Dec 2017) static inline float GetItemsLineHeightWithSpacing() { return
// GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
// IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags
// flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size,
// ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). static inline bool IsRootWindowOrAnyChildHovered() {
// return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct
// 2017) static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52
// (between Aug 2017 and Oct 2017) static inline void SetNextWindowPosCenter(ImGuiCond c=0) {
// SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and
// Oct 2017) static inline bool IsItemHoveredRect() { return
// IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
// static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51
// (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the
// io.WantCaptureMouse flag instead. static inline bool IsMouseHoveringAnyWindow() { return
// IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
// static inline bool IsMouseHoveringWindow() { return
// IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } //
// OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.50 and before
// static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false)
// { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 static inline
// ImFont*GetWindowFont() { return GetFont(); } //
// OBSOLETED in 1.48 static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED
// in 1.48 static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
} // namespace ImGui
//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to
// 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() We could make ImTextureRect an union to use old
// names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
typedef ImFontAtlasRect ImFontAtlasCustomRect;
/*struct ImFontAtlasCustomRect
{
unsigned short X, Y; // Output // Packed position in Atlas
unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed
tinting. float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance ImVec2
GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset ImFont* Font; //
Input // [Internal] For custom font glyphs only: target font ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width
= Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } bool
IsPacked() const { return X != 0xFFFF; }
};*/
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
// typedef ImDrawFlags ImDrawCornerFlags;
// enum ImDrawCornerFlags_
//{
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now ==
// ImDrawFlags_RoundCornersNone which is != 0 and not implicit ImDrawCornerFlags_TopLeft =
// ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches
// ImDrawFlags_NoRoundCorner* flag (we exploit this internally). ImDrawCornerFlags_TopRight =
// ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. ImDrawCornerFlags_BotLeft =
// ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. ImDrawCornerFlags_BotRight =
// ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. ImDrawCornerFlags_All =
// ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 ImDrawCornerFlags_Top =
// ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft |
// ImDrawCornerFlags_BotRight, ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
//};
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of
// obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
// typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with
// any number of ImGuiMod_XXX value", so you may store mods in there. enum ImGuiModFlags_ { ImGuiModFlags_None = 0,
// ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt,
// ImGuiModFlags_Super = ImGuiMod_Super }; typedef ImGuiKeyChord ImGuiKeyModFlags; // == int enum ImGuiKeyModFlags_ {
// ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift,
// ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
#define IM_OFFSETOF(_TYPE, _MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#ifdef IMGUI_DISABLE_METRICS_WINDOW
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning(pop)
#endif
// Include imgui_user.h at the end of imgui.h
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#ifdef IMGUI_USER_H_FILENAME
#include IMGUI_USER_H_FILENAME
#else
#include "imgui_user.h"
#endif
#endif
#endif // #ifndef IMGUI_DISABLE