// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// 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 bindings files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
#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
#if defined(__clang__) || defined(__GNUC__)
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
#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
// 2D vector (often used to store positions, sizes, etc.)
structImVec2
{
floatx,y;
ImVec2(){x=y=0.0f;}
ImVec2(float_x,float_y){x=_x;y=_y;}
floatoperator[](size_tidx)const{IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
float&operator[](size_tidx){IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA// Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
};
// 4D vector (often used to store floating-point colors)
IM_VEC4_CLASS_EXTRA// Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
// All those functions are not reliant on the current context.
IMGUI_APIImGuiIO&GetIO();// access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidEndFrame();// ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
IMGUI_APIvoidShowDemoWindow(bool*p_open=NULL);// create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_APIvoidShowAboutWindow(bool*p_open=NULL);// create About window. display Dear ImGui version, credits and build/system information.
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIboolShowStyleSelector(constchar*label);// add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_APIvoidShowFontSelector(constchar*label);// add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_APIvoidShowUserGuide();// add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
IMGUI_APIconstchar*GetVersion();// get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
// - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
IMGUI_APIboolIsWindowAppearing();
IMGUI_APIboolIsWindowCollapsed();
IMGUI_APIboolIsWindowFocused(ImGuiFocusedFlagsflags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_APIImDrawList*GetWindowDrawList();// get draw list associated to the current window, to append your own drawing primitives
IMGUI_APIImVec2GetWindowPos();// get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_APIImVec2GetWindowSize();// get current window size
IMGUI_APIfloatGetWindowWidth();// get current window width (shortcut for GetWindowSize().x)
IMGUI_APIfloatGetWindowHeight();// get current window height (shortcut for GetWindowSize().y)
// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_APIvoidSetNextWindowPos(constImVec2&pos,ImGuiCondcond=0,constImVec2&pivot=ImVec2(0,0));// set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiCondcond=0);// set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_APIvoidSetNextWindowSizeConstraints(constImVec2&size_min,constImVec2&size_max,ImGuiSizeCallbackcustom_callback=NULL,void*custom_callback_data=NULL);// set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&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_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / top-most. call before Begin()
IMGUI_APIvoidSetNextWindowBgAlpha(floatalpha);// set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCondcond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCondcond=0);// (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_APIvoidSetWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_APIvoidSetWindowFocus();// (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_APIvoidSetWindowFontScale(floatscale);// set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
IMGUI_APIvoidSetWindowPos(constchar*name,constImVec2&pos,ImGuiCondcond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiCondcond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetWindowCollapsed(constchar*name,boolcollapsed,ImGuiCondcond=0);// set named window collapsed state
IMGUI_APIvoidSetWindowFocus(constchar*name);// set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
IMGUI_APIImVec2GetContentRegionMax();// current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_APIfloatGetWindowContentRegionWidth();//
// Windows Scrolling
IMGUI_APIfloatGetScrollX();// get scrolling amount [0..GetScrollMaxX()]
IMGUI_APIfloatGetScrollY();// get scrolling amount [0..GetScrollMaxY()]
IMGUI_APIfloatGetScrollMaxX();// get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
IMGUI_APIfloatGetScrollMaxY();// get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
IMGUI_APIvoidSetScrollX(floatscroll_x);// set scrolling amount [0..GetScrollMaxX()]
IMGUI_APIvoidSetScrollY(floatscroll_y);// set scrolling amount [0..GetScrollMaxY()]
IMGUI_APIvoidSetScrollHereX(floatcenter_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_APIvoidSetScrollHereY(floatcenter_y_ratio=0.5f);// adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_APIvoidSetScrollFromPosX(floatlocal_x,floatcenter_x_ratio=0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
IMGUI_APIvoidSetScrollFromPosY(floatlocal_y,floatcenter_y_ratio=0.5f);// adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
IMGUI_APIvoidPushFont(ImFont*font);// use NULL as a shortcut to push default font
IMGUI_APIconstImVec4&GetStyleColorVec4(ImGuiColidx);// retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
IMGUI_APIImFont*GetFont();// get current font
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_APIImU32GetColorU32(ImGuiColidx,floatalpha_mul=1.0f);// retrieve given style color with style alpha applied and optional extra alpha multiplier
IMGUI_APIImU32GetColorU32(constImVec4&col);// retrieve given color with style alpha applied
IMGUI_APIImU32GetColorU32(ImU32col);// retrieve given color with style alpha applied
// Parameters stacks (current window)
IMGUI_APIvoidPushItemWidth(floatitem_width);// set 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
IMGUI_APIvoidPopItemWidth();
IMGUI_APIvoidSetNextItemWidth(floatitem_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 -1.0f always align width to the right side)
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIvoidPushTextWrapPos(floatwrap_local_pos_x=0.0f);// word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_APIvoidPopTextWrapPos();
IMGUI_APIvoidPushAllowKeyboardFocus(boolallow_keyboard_focus);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPopAllowKeyboardFocus();
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPopButtonRepeat();
// Cursor / Layout
// - 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.
IMGUI_APIvoidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_APIvoidSameLine(floatoffset_from_start_x=0.0f,floatspacing=-1.0f);// call between widgets or groups to layout them horizontally. X position given in window coordinates.
IMGUI_APIvoidNewLine();// undo a SameLine() or force a new line when in an horizontal-layout context.
IMGUI_APIvoidSpacing();// add vertical spacing.
IMGUI_APIvoidDummy(constImVec2&size);// add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_APIvoidIndent(floatindent_w=0.0f);// move content position toward the right, by style.IndentSpacing or indent_w if != 0
IMGUI_APIvoidUnindent(floatindent_w=0.0f);// move content position back to the left, by style.IndentSpacing or indent_w if != 0
IMGUI_APIvoidBeginGroup();// lock horizontal starting position
IMGUI_APIvoidEndGroup();// 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_APIImVec2GetCursorPos();// cursor position in window coordinates (relative to window position)
IMGUI_APIfloatGetCursorPosX();// (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
IMGUI_APIfloatGetCursorPosY();// other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_APIvoidSetCursorPos(constImVec2&local_pos);// are using the main, absolute coordinate system.
IMGUI_APIImVec2GetCursorStartPos();// initial cursor position in window coordinates
IMGUI_APIImVec2GetCursorScreenPos();// cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_APIvoidSetCursorScreenPos(constImVec2&pos);// cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_APIvoidAlignTextToFramePadding();// vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_APIfloatGetTextLineHeight();// ~ FontSize
IMGUI_APIfloatGetTextLineHeightWithSpacing();// ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
IMGUI_APIfloatGetFrameHeightWithSpacing();// ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
// - Read the FAQ for more details about how ID are handled in dear imgui. 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.
// - The resulting ID are hashes of the entire stack.
// - 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 and used as an ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_APIvoidPushID(constchar*str_id);// push string into the ID stack (will hash string).
IMGUI_APIvoidPushID(constchar*str_id_begin,constchar*str_id_end);// push string into the ID stack (will hash string).
IMGUI_APIvoidPushID(constvoid*ptr_id);// push pointer into the ID stack (will hash pointer).
IMGUI_APIvoidPushID(intint_id);// push integer into the ID stack (will hash integer).
IMGUI_APIvoidPopID();// pop from the ID stack.
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
IMGUI_APIvoidText(constchar*fmt,...)IM_FMTARGS(1);// simple formatted text
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_FMTARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIboolSmallButton(constchar*label);// button with FramePadding=(0,0) to easily embed within text
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size);// button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolArrowButton(constchar*str_id,ImGuiDirdir);// square button with an arrow shape
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box
// - The new 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.
IMGUI_APIboolCombo(constchar*label,int*current_item,constchar*items_separated_by_zeros,intpopup_max_height_in_items=-1);// Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*format="%.3f",floatpower=1.0f);// If v_min >= v_max we have no bound
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
IMGUI_APIboolSliderFloat(constchar*label,float*v,floatv_min,floatv_max,constchar*format="%.3f",floatpower=1.0f);// adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that 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_APIboolColorButton(constchar*desc_id,constImVec4&col,ImGuiColorEditFlagsflags=0,ImVec2size=ImVec2(0,0));// display a colored square/button, hover for details, return true when pressed.
IMGUI_APIvoidSetColorEditOptions(ImGuiColorEditFlagsflags);// initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// 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_APIboolTreeNode(constchar*label);
IMGUI_APIboolTreeNode(constchar*str_id,constchar*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_APIvoidTreePush(constchar*str_id);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_APIvoidTreePush(constvoid*ptr_id=NULL);// "
IMGUI_APIvoidTreePop();// ~ Unindent()+PopId()
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIboolCollapsingHeader(constchar*label,ImGuiTreeNodeFlagsflags=0);// if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_open,ImGuiTreeNodeFlagsflags=0);// when 'p_open' isn't NULL, display an additional small close button on upper right of the header
IMGUI_APIvoidSetNextItemOpen(boolis_open,ImGuiCondcond=0);// set next TreeNode/CollapsingHeader open state.
// 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.
IMGUI_APIboolSelectable(constchar*label,boolselected=false,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_APIboolSelectable(constchar*label,bool*p_selected,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
IMGUI_APIboolListBoxHeader(constchar*label,constImVec2&size=ImVec2(0,0));// use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
// - 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_APIboolBeginMainMenuBar();// create and append to a full screen menu-bar.
IMGUI_APIvoidEndMainMenuBar();// only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_APIboolBeginMenuBar();// append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
IMGUI_APIvoidEndMenuBar();// only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_APIboolBeginMenu(constchar*label,boolenabled=true);// create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_APIvoidEndMenu();// only call EndMenu() if BeginMenu() returns true!
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut=NULL,boolselected=false,boolenabled=true);// return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut,bool*p_selected,boolenabled=true);// return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
IMGUI_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_APIvoidEndTooltip();
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
// - They block normal mouse hovering detection outside them. (*)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
// User can manipulate the visibility state by calling OpenPopup().
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
IMGUI_APIvoidOpenPopup(constchar*str_id);// call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_APIboolBeginPopup(constchar*str_id,ImGuiWindowFlagsflags=0);// return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_APIboolBeginPopupContextItem(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_APIboolBeginPopupContextWindow(constchar*str_id=NULL,intmouse_button=1,boolalso_over_items=true);// helper to open and begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_APIvoidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_APIboolOpenPopupOnItemClick(constchar*str_id=NULL,intmouse_button=1);// helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
IMGUI_APIboolIsPopupOpen(constchar*str_id);// return true if the popup is open at the current begin-ed level of the popup stack.
IMGUI_APIvoidCloseCurrentPopup();// close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Columns
// - You can also use SameLine(pos_x) to mimic simplified columns.
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
IMGUI_APIvoidNextColumn();// next column, defaults to current row or next row if the current row is finished
IMGUI_APIintGetColumnIndex();// get current column index
IMGUI_APIfloatGetColumnWidth(intcolumn_index=-1);// get column width (in pixels). pass -1 to use current column
IMGUI_APIvoidSetColumnWidth(intcolumn_index,floatwidth);// set column width (in pixels). pass -1 to use current column
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_APIvoidSetColumnOffset(intcolumn_index,floatoffset_x);// set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_APIintGetColumnsCount();
// Tab Bars, Tabs
// [BETA API] API may evolve!
IMGUI_APIboolBeginTabBar(constchar*str_id,ImGuiTabBarFlagsflags=0);// create and append into a TabBar
IMGUI_APIvoidEndTabBar();// only call EndTabBar() if BeginTabBar() returns true!
IMGUI_APIboolBeginTabItem(constchar*label,bool*p_open=NULL,ImGuiTabItemFlagsflags=0);// create a Tab. Returns true if the Tab is selected.
IMGUI_APIvoidEndTabItem();// only call EndTabItem() if BeginTabItem() returns true!
IMGUI_APIvoidSetTabItemClosed(constchar*tab_or_docked_window_label);// notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// 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_APIvoidLogToTTY(intauto_open_depth=-1);// start logging to tty (stdout)
IMGUI_APIvoidLogToFile(intauto_open_depth=-1,constchar*filename=NULL);// start logging to file
IMGUI_APIvoidLogToClipboard(intauto_open_depth=-1);// start logging to OS clipboard
IMGUI_APIvoidLogButtons();// helper to display buttons for logging to tty/file/clipboard
IMGUI_APIvoidLogText(constchar*fmt,...)IM_FMTARGS(1);// pass text data straight to log (without being displayed)
// Drag and Drop
// [BETA API] API may evolve!
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_APIconstImGuiPayload*AcceptDragDropPayload(constchar*type,ImGuiDragDropFlagsflags=0);// accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_APIvoidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_APIconstImGuiPayload*GetDragDropPayload();// peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_APIvoidSetItemDefaultFocus();// make last item the default focused item of a window.
IMGUI_APIvoidSetKeyboardFocusHere(intoffset=0);// focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Item/Widgets Utilities
// - Most of the functions are referring to the last/previous item we submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_APIboolIsItemHovered(ImGuiHoveredFlagsflags=0);// is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_APIboolIsItemFocused();// is the last item focused for keyboard/gamepad navigation?
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
IMGUI_APIboolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_APIboolIsItemEdited();// did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
IMGUI_APIboolIsItemActivated();// was the last item just made active (item was previously inactive).
IMGUI_APIboolIsItemDeactivated();// was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_APIboolIsItemDeactivatedAfterEdit();// was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_APIboolIsAnyItemHovered();// is any item hovered?
IMGUI_APIboolIsAnyItemActive();// is any item active?
IMGUI_APIboolIsAnyItemFocused();// is any item focused?
IMGUI_APIImVec2GetItemRectMin();// get upper-left bounding rectangle of the last item (screen space)
IMGUI_APIImVec2GetItemRectMax();// get lower-right bounding rectangle of the last item (screen space)
IMGUI_APIImVec2GetItemRectSize();// get size of last item
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
// Miscellaneous Utilities
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIdoubleGetTime();// get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_APIintGetFrameCount();// get global imgui frame count. incremented by 1 every frame.
IMGUI_APIImDrawList*GetBackgroundDrawList();// this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_APIImDrawList*GetForegroundDrawList();// this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_APIImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances.
IMGUI_APIconstchar*GetStyleColorName(ImGuiColidx);// get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsflags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIvoidEndChildFrame();// always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
IMGUI_APIintGetKeyIndex(ImGuiKeyimgui_key);// map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_APIboolIsKeyDown(intuser_key_index);// is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
IMGUI_APIboolIsKeyPressed(intuser_key_index,boolrepeat=true);// was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(intuser_key_index);// was key released (went from Down to !Down)..
IMGUI_APIintGetKeyPressedAmount(intkey_index,floatrepeat_delay,floatrate);// uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_APIboolIsMouseDown(intbutton);// is mouse button held (0=left, 1=right, 2=middle)
IMGUI_APIboolIsAnyMouseDown();// is any mouse button held
IMGUI_APIboolIsMouseClicked(intbutton,boolrepeat=false);// did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
IMGUI_APIboolIsMouseDoubleClicked(intbutton);// did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_APIboolIsMouseReleased(intbutton);// did mouse button released (went from Down to !Down)
IMGUI_APIboolIsMouseDragging(intbutton=0,floatlock_threshold=-1.0f);// is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_APIboolIsMousePosValid(constImVec2*mouse_pos=NULL);// by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMousePosOnOpeningCurrentPopup();// retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
IMGUI_APIImVec2GetMouseDragDelta(intbutton=0,floatlock_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. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
IMGUI_APIvoidResetMouseDragDelta(intbutton=0);//
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursortype);// set desired cursor type
IMGUI_APIvoidCaptureKeyboardFromApp(boolwant_capture_keyboard_value=true);// attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
IMGUI_APIvoidCaptureMouseFromApp(boolwant_capture_mouse_value=true);// attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_APIconstchar*GetClipboardText();
IMGUI_APIvoidSetClipboardText(constchar*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.
IMGUI_APIvoidLoadIniSettingsFromDisk(constchar*ini_filename);// call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_APIvoidLoadIniSettingsFromMemory(constchar*ini_data,size_tini_size=0);// call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
IMGUI_APIvoidSaveIniSettingsToDisk(constchar*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_APIconstchar*SaveIniSettingsToMemory(size_t*out_ini_size=NULL);// return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Memory Allocators
// - All those functions are not reliant on the current context.
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
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
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_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_NoNavInputs=1<<18,// No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus=1<<19,// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument=1<<20,// Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
ImGuiWindowFlags_NavFlattened=1<<23,// [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
ImGuiWindowFlags_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]
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
ImGuiInputTextFlags_CharsUppercase=1<<2,// Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank=1<<3,// Filter out spaces, tabs
ImGuiInputTextFlags_AutoSelectAll=1<<4,// Select entire text when first taking mouse focus
ImGuiInputTextFlags_EnterReturnsTrue=1<<5,// Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_CallbackCompletion=1<<6,// Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory=1<<7,// Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways=1<<8,// Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter=1<<9,// Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_AllowTabInput=1<<10,// Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll=1<<12,// Disable following the cursor horizontally
ImGuiInputTextFlags_Password=1<<15,// Password mode, display all characters as '*'
ImGuiInputTextFlags_NoUndoRedo=1<<16,// Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CallbackResize=1<<18,// Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
// [Internal]
ImGuiInputTextFlags_Multiline=1<<20,// For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited=1<<21// For internal use by functions using InputText() before reformatting data
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enumImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None=0,
ImGuiTreeNodeFlags_Selected=1<<0,// Draw as selected
ImGuiTreeNodeFlags_Framed=1<<1,// Full colored frame (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap=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,// Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow=1<<7,// Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_Leaf=1<<8,// No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet=1<<9,// Display a bullet instead of arrow
ImGuiTreeNodeFlags_FramePadding=1<<10,// Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
//ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_NavLeftJumpsBackHere=1<<13,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
,ImGuiTreeNodeFlags_AllowOverlapMode=ImGuiTreeNodeFlags_AllowItemOverlap// [renamed in 1.53]
#endif
};
// Flags for ImGui::Selectable()
enumImGuiSelectableFlags_
{
ImGuiSelectableFlags_None=0,
ImGuiSelectableFlags_DontClosePopups=1<<0,// Clicking this don't close parent popup window
ImGuiSelectableFlags_SpanAllColumns=1<<1,// Selectable frame can span all columns (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
};
// Flags for ImGui::BeginCombo()
enumImGuiComboFlags_
{
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
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 can still repro this behavior 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_FittingPolicyResizeDown=1<<6,// Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll=1<<7,// Add scroll buttons when tabs don't fit
ImGuiTabItemFlags_UnsavedDocument=1<<0,// Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
ImGuiTabItemFlags_SetSelected=1<<1,// Trigger flag to 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 can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId=1<<3// Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
};
// Flags for ImGui::IsWindowFocused()
enumImGuiFocusedFlags_
{
ImGuiFocusedFlags_None=0,
ImGuiFocusedFlags_ChildWindows=1<<0,// IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow=1<<1,// IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow=1<<2,// IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
enumImGuiHoveredFlags_
{
ImGuiHoveredFlags_None=0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows=1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow=1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow=1<<2,// IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup=1<<3,// Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<5,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped=1<<6,// Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled=1<<7,// Return true even if the item is disabled
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enumImGuiDragDropFlags_
{
ImGuiDragDropFlags_None=0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip=1<<0,// By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
ImGuiDragDropFlags_SourceNoDisableHover=1<<1,// By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers=1<<2,// Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID=1<<3,// Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern=1<<4,// External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload=1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
// 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.
};
// 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
enumImGuiDataType_
{
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_COUNT
};
// A cardinal direction
enumImGuiDir_
{
ImGuiDir_None=-1,
ImGuiDir_Left=0,
ImGuiDir_Right=1,
ImGuiDir_Up=2,
ImGuiDir_Down=3,
ImGuiDir_COUNT
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enumImGuiKey_
{
ImGuiKey_Tab,
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_A,// for text edit CTRL+A: select all
ImGuiKey_C,// for text edit CTRL+C: copy
ImGuiKey_V,// for text edit CTRL+V: paste
ImGuiKey_X,// for text edit CTRL+X: cut
ImGuiKey_Y,// for text edit CTRL+Y: redo
ImGuiKey_Z,// for text edit CTRL+Z: undo
ImGuiKey_COUNT
};
// Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
enumImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate,// activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel,// cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input,// text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu,// tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_LStickLeft,// scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight,//
ImGuiNavInput_LStickUp,//
ImGuiNavInput_LStickDown,//
ImGuiNavInput_FocusPrev,// next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext,// prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow,// slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast,// faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_,// toggle menu // = io.KeyAlt
ImGuiNavInput_KeyTab_,// tab // = Tab key
ImGuiNavInput_KeyLeft_,// move left // = Arrow keys
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enumImGuiConfigFlags_
{
ImGuiConfigFlags_None=0,
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos=1<<2,// Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
ImGuiConfigFlags_NoMouseCursorChange=1<<5,// Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Application is using a touch screen instead of a mouse.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_None=0,
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset=1<<3// Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
};
// Enumeration for PushStyleColor() / PopStyleColor()
enumImGuiCol_
{
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,
ImGuiCol_TitleBgActive,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark,
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,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight,// Gamepad/keyboard: current highlighted item
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
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,ImGuiCol_ModalWindowDarkening=ImGuiCol_ModalWindowDimBg// [renamed in 1.63]
,ImGuiCol_ChildWindowBg=ImGuiCol_ChildBg// [renamed in 1.53]
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
#endif
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enumImGuiStyleVar_
{
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
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 colored square.
ImGuiColorEditFlags_NoOptions=1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview=1<<4,// // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs=1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoTooltip=1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel=1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview=1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
ImGuiColorEditFlags_NoDragDrop=1<<9,// // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
// 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_AlphaPreview=1<<17,// // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR=1<<19,// // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_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_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_RGB=ImGuiColorEditFlags_DisplayRGB,ImGuiColorEditFlags_HSV=ImGuiColorEditFlags_DisplayHSV,ImGuiColorEditFlags_HEX=ImGuiColorEditFlags_DisplayHex// [renamed in 1.69]
#endif
};
// Enumeration for GetMouseCursor()
// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
enumImGuiMouseCursor_
{
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 an 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_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,ImGuiMouseCursor_Count_=ImGuiMouseCursor_COUNT// [renamed in 1.60]
#endif
};
// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), 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.
enumImGuiCond_
{
ImGuiCond_Always=1<<0,// Set the variable
ImGuiCond_Once=1<<1,// Set the variable once per runtime session (only the first call with 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)
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
// 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 data structures are relying on it.
// 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.
// 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.
floatAlpha;// Global alpha applies to everything in Dear ImGui.
ImVec2WindowPadding;// Padding within a window.
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows.
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2WindowMinSize;// Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDirWindowMenuButtonPosition;// Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
floatChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
floatChildBorderSize;// Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
floatPopupRounding;// Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
floatPopupBorderSize;// Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets).
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
floatFrameBorderSize;// Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines.
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
floatScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar.
floatScrollbarRounding;// Radius of grab corners for scrollbar.
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatTabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
floatTabBorderSize;// Thickness of border around tabs.
ImGuiDirColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2SelectableTextAlign;// Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
ImVec2DisplayWindowPadding;// Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
floatMouseCursorScale;// Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
boolAntiAliasedLines;// Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
boolAntiAliasedFill;// Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
floatCurveTessellationTol;// Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImGuiConfigFlagsConfigFlags;// = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlagsBackendFlags;// = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
ImVec2DisplaySize;// <unset> // Main display size, in pixels.
floatDeltaTime;// = 1.0f/60.0f // Time elapsed since last frame, in seconds.
floatIniSavingRate;// = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
constchar*IniFilename;// = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
constchar*LogFilename;// = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
floatMouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
floatMouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas*Fonts;// <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
floatFontGlobalScale;// = 1.0f // Global scale all fonts
boolFontAllowUserScaling;// = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont*FontDefault;// = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2DisplayFramebufferScale;// = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Miscellaneous options
boolMouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
boolConfigInputTextCursorBlink;// = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
boolConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
boolConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
constchar*BackendPlatformName;// = NULL
constchar*BackendRendererName;// = NULL
void*BackendPlatformUserData;// = NULL
void*BackendRendererUserData;// = NULL
void*BackendLanguageUserData;// = NULL
// 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)
// 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(*ImeSetInputScreenPosFn)(intx,inty);
void*ImeWindowHandle;// = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
void(*RenderDrawListsFn)(ImDrawData*data);
#else
// This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
boolKeysDown[512];// Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue new character input
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue new characters input from an UTF-8 string
IMGUI_APIvoidClearInputCharacters();// Clear the text input buffer manually
boolWantCaptureMouse;// When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
boolWantCaptureKeyboard;// When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
boolWantTextInput;// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
boolWantSetMousePos;// MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
boolWantSaveIniSettings;// When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
boolNavActive;// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavVisible;// Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
intMetricsRenderWindows;// Number of visible windows
intMetricsActiveWindows;// Number of active windows
intMetricsActiveAllocations;// Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2MouseClickedPos[5];// Position at time of clicking
doubleMouseClickedTime[5];// Time of last click (used to figure out double-click)
boolMouseClicked[5];// Mouse button went from !Down to Down
boolMouseDoubleClicked[5];// Has mouse button been double-clicked?
boolMouseReleased[5];// Mouse button went from Down to !Down
boolMouseDownOwned[5];// Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownWasDoubleClick[5];// Track if button down was a double-click
floatMouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
floatMouseDownDurationPrev[5];// Previous time the mouse button has been down
ImVec2MouseDragMaxDistanceAbs[5];// Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
floatMouseDragMaxDistanceSqr[5];// Squared maximum distance of how much mouse has traveled from the clicking point
floatKeysDownDuration[512];// Duration the keyboard key has been down (0.0f == just pressed)
floatKeysDownDurationPrev[512];// Previous duration the key has been down
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
structImGuiInputTextCallbackData
{
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlagsFlags;// What user passed to InputText() // Read-only
void*UserData;// What user passed to InputText() // Read-only
// Arguments for the different callback events
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
ImWcharEventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char*Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
intBufTextLen;// Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
intBufSize;// Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
boolBufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
IMGUI_APIboolInputFloat(constchar*label,float*v,floatstep,floatstep_fast,intdecimal_precision,ImGuiInputTextFlagsflags=0);// Use the 'const char* format' version instead of 'decimal_precision'!
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
// 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.
IMGUI_APIvoid*GetVoidPtr(ImGuiIDkey)const;// default_val is NULL
IMGUI_APIvoidSetVoidPtr(ImGuiIDkey,void*val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_APIvoidSetAllInt(intval);
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
IMGUI_APIvoidBuildSortByKey();
};
// Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
// Usage:
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
structImGuiListClipper
{
floatStartPosY;
floatItemsHeight;
intItemsCount,StepNo,DisplayStart,DisplayEnd;
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(intitems_count=-1,floatitems_height=-1.0f){Begin(items_count,items_height);}// NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper(){IM_ASSERT(ItemsCount==-1);}// Assert if user forgot to call End() or Step() until false.
IMGUI_APIboolStep();// Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
IMGUI_APIvoidBegin(intitems_count,floatitems_height=-1.0f);// Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_APIvoidEnd();// Automatically called on the last call of Step() that returns false.
};
// Helpers macros to generate 32-bits encoded colors
#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.
// 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 back-end accordingly.
// Special Draw callback value to request renderer back-end to reset the graphics/render state.
// The renderer back-end 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.
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
structImDrawCmd
{
unsignedintElemCount;// Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4ClipRect;// Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureIDTextureId;// User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsignedintVtxOffset;// Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
unsignedintIdxOffset;// Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
typedefunsignedshortImDrawIdx;
#endif
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
structImDrawVert
{
ImVec2pos;
ImVec2uv;
ImU32col;
};
#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 a 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
// For use by ImDrawListSplitter.
structImDrawChannel
{
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 api, so items of each column can be batched together in a same draw call.
structImDrawListSplitter
{
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)
inlineImDrawListSplitter(){Clear();}
inline~ImDrawListSplitter(){ClearFreeMemory();}
inlinevoidClear(){_Current=0;_Count=1;}// Do not clear Channels[] so our allocations are reused next frame
ImDrawCornerFlags_All=0xF// In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
};
enumImDrawListFlags_
{
ImDrawListFlags_None=0,
ImDrawListFlags_AntiAliasedLines=1<<0,// Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedFill=1<<1,// Filled shapes have anti-aliased edges (*2 the number of vertices)
ImDrawListFlags_AllowVtxOffset=1<<2// 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.
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// 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.
structImDrawList
{
// 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.
ImDrawListFlagsFlags;// Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
constImDrawListSharedData*_Data;// Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
constchar*_OwnerName;// Pointer to owner window's name for debugging
ImVector<ImVec2>_Path;// [Internal] current path building
ImDrawListSplitter_Splitter;// [Internal] for channels api
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
IMGUI_APIvoidPushClipRect(ImVec2clip_rect_min,ImVec2clip_rect_max,boolintersect_with_current_clip_rect=false);// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
inlinevoidPathFillConvex(ImU32col){AddConvexPolyFilled(_Path.Data,_Path.Size,col);_Path.Size=0;}// Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_APIImDrawList*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 foreground primitives before background primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
// (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)
structImDrawData
{
boolValid;// Only valid after Render() is called and before the next NewFrame() is called.
ImDrawList**CmdLists;// Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
intCmdListsCount;// Number of ImDrawList* to render
intTotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
intTotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVec2DisplayPos;// Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2DisplaySize;// Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
ImVec2FramebufferScale;// Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
// Functions
ImDrawData(){Valid=false;Clear();}
~ImDrawData(){Clear();}
voidClear(){Valid=false;CmdLists=NULL;CmdListsCount=TotalVtxCount=TotalIdxCount=0;DisplayPos=DisplaySize=FramebufferScale=ImVec2(0.f,0.f);}// The ImDrawList are owned by ImGuiContext!
IMGUI_APIvoidDeIndexAllBuffers();// Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&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.
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
intFontNo;// 0 // Index of font within TTF/OTF file
floatSizePixels;// // Size in pixels for rasterizer (more or less maps to the resulting font height).
intOversampleH;// 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
intOversampleV;// 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
floatGlyphMinAdvanceX;// 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
floatGlyphMaxAdvanceX;// FLT_MAX // Maximum AdvanceX for glyphs
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsignedintRasterizerFlags;// 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal]
charName[40];// Name (strictly to ease debugging)
ImFont*DstFont;
IMGUI_APIImFontConfig();
};
structImFontGlyph
{
ImWcharCodepoint;// 0x0000..0xFFFF
floatAdvanceX;// Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
floatX0,Y0,X1,Y1;// Glyph corners
floatU0,V0,U1,V1;// Texture coordinates
};
// 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.
structImFontGlyphRangesBuilder
{
ImVector<ImU32>UsedChars;// Store 1-bit per Unicode code point (0=unused, 1=used)
inlineboolGetBit(intn)const{intoff=(n>>5);ImU32mask=1u<<(n&31);return(UsedChars[off]&mask)!=0;}// Get bit n in the array
inlinevoidSetBit(intn){intoff=(n>>5);ImU32mask=1u<<(n&31);UsedChars[off]|=mask;}// Set bit n in the array
inlinevoidAddChar(ImWcharc){SetBit(c);}// Add character
IMGUI_APIvoidAddText(constchar*text,constchar*text_end=NULL);// Add string (each character of the UTF-8 string are added)
IMGUI_APIvoidAddRanges(constImWchar*ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_APIvoidBuildRanges(ImVector<ImWchar>*out_ranges);// Output new ranges
};
// See ImFontAtlas::AddCustomRectXXX functions.
structImFontAtlasCustomRect
{
unsignedintID;// Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
ImFontAtlasFlags_NoPowerOfTwoHeight=1<<0,// Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors=1<<1// Don't build software mouse cursors into the atlas
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_font_data,intcompressed_font_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_font_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_APIvoidClearInputData();// Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_APIvoidClearTexData();// Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearFonts();// Clear output font data (glyphs storage, UV coordinates).
IMGUI_APIvoidClear();// Clear all input and output.
// Build atlas, retrieve 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.
IMGUI_APIboolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** 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. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_APIconstImWchar*GetGlyphRangesDefault();// Basic Latin, Extended Latin
IMGUI_APIconstImWchar*GetGlyphRangesKorean();// Default + Korean characters
IMGUI_APIconstImWchar*GetGlyphRangesJapanese();// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseFull();// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_APIconstImWchar*GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_APIconstImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read misc/fonts/README.txt for more details about using colorful icons.
IMGUI_APIintAddCustomRectRegular(unsignedintid,intwidth,intheight);// Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
IMGUI_APIintAddCustomRectFontGlyph(ImFont*font,ImWcharid,intwidth,intheight,floatadvance_x,constImVec2&offset=ImVec2(0,0));// Id needs to be < 0x10000 to register a rectangle to map into a specific font.
boolLocked;// Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
ImFontAtlasFlagsFlags;// Build flags (see ImFontAtlasFlags_)
ImTextureIDTexID;// User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
intTexDesiredWidth;// Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
intTexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
unsignedchar*TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsignedint*TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
intTexWidth;// Texture width calculated during Build().
intTexHeight;// Texture height calculated during Build().
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel
ImVector<ImFont*>Fonts;// Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontAtlasCustomRect>CustomRects;// Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig>ConfigData;// Internal data
intCustomRectIds[1];// Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedefImFontAtlasCustomRectCustomRect;// OBSOLETED in 1.72+
typedefImFontGlyphRangesBuilderGlyphRangesBuilder;// OBSOLETED in 1.67+
#endif
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
structImFont
{
// 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 this info, and are often bottleneck in large UI).
floatFallbackAdvanceX;// 4 // out // = FallbackGlyph->AdvanceX
floatFontSize;// 4 // in // // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
ImVector<ImWchar>IndexLookup;// 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph>Glyphs;// 12-16 // out // // All glyphs.
constImFontGlyph*FallbackGlyph;// 4-8 // out // = FindGlyph(FontFallbackChar)
ImVec2DisplayOffset;// 8 // in // = (0,0) // Offset font rendering by xx pixels
// Members: Cold ~32/40 bytes
ImFontAtlas*ContainerAtlas;// 4-8 // out // // What we has been loaded into
constImFontConfig*ConfigData;// 4-8 // in // // Pointer within ContainerAtlas->ConfigData
shortConfigDataCount;// 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImWcharFallbackChar;// 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
floatScale;// 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
floatAscent,Descent;// 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
intMetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
IMGUI_APIvoidAddRemapChar(ImWchardst,ImWcharsrc,booloverwrite_dst=true);// Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
IMGUI_APIvoidSetFallbackChar(ImWcharc);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedefImFontGlyphGlyph;// OBSOLETED in 1.52+
#endif
};
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)