imgui.h 120 KB

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  1. // dear imgui, v1.50 WIP
  2. // (headers)
  3. // See imgui.cpp file for documentation.
  4. // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
  5. // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
  6. // Get latest version at https://github.com/ocornut/imgui
  7. #pragma once
  8. #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
  9. #include "imconfig.h" // User-editable configuration file
  10. #endif
  11. #include <float.h> // FLT_MAX
  12. #include <stdarg.h> // va_list
  13. #include <stddef.h> // ptrdiff_t, NULL
  14. #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
  15. #define IMGUI_VERSION "1.50 WIP"
  16. // Define attributes of all API symbols declarations, e.g. for DLL under Windows.
  17. #ifndef IMGUI_API
  18. #define IMGUI_API
  19. #endif
  20. // Define assertion handler.
  21. #ifndef IM_ASSERT
  22. #include <assert.h>
  23. #define IM_ASSERT(_EXPR) assert(_EXPR)
  24. #endif
  25. // Some compilers support applying printf-style warnings to user functions.
  26. #if defined(__clang__) || defined(__GNUC__)
  27. #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
  28. #else
  29. #define IM_PRINTFARGS(FMT)
  30. #endif
  31. #if defined(__clang__)
  32. #pragma clang diagnostic push
  33. #pragma clang diagnostic ignored "-Wold-style-cast"
  34. #endif
  35. // Forward declarations
  36. struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
  37. struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
  38. struct ImDrawData; // All draw command lists required to render the frame
  39. struct ImDrawList; // A single draw command list (generally one per window)
  40. struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
  41. struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
  42. struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
  43. struct ImFontConfig; // Configuration data when adding a font or merging fonts
  44. struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
  45. struct ImGuiIO; // Main configuration and I/O between your application and ImGui
  46. struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
  47. struct ImGuiStorage; // Simple custom key value storage
  48. struct ImGuiStyle; // Runtime data for styling/colors
  49. struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
  50. struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
  51. struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
  52. struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
  53. struct ImGuiListClipper; // Helper to manually clip large list of items
  54. struct ImGuiContext; // ImGui context (opaque)
  55. // Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
  56. typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
  57. typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
  58. typedef unsigned short ImWchar; // character for keyboard input/display
  59. typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
  60. typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
  61. typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
  62. typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
  63. typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
  64. typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
  65. typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
  66. typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
  67. typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
  68. typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
  69. typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
  70. typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
  71. typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
  72. // Others helpers at bottom of the file:
  73. // class ImVector<> // Lightweight std::vector like class.
  74. // IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
  75. struct ImVec2
  76. {
  77. float x, y;
  78. ImVec2() { x = y = 0.0f; }
  79. ImVec2(float _x, float _y) { x = _x; y = _y; }
  80. #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
  81. IM_VEC2_CLASS_EXTRA
  82. #endif
  83. };
  84. struct ImVec4
  85. {
  86. float x, y, z, w;
  87. ImVec4() { x = y = z = w = 0.0f; }
  88. ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
  89. #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
  90. IM_VEC4_CLASS_EXTRA
  91. #endif
  92. };
  93. // ImGui end-user API
  94. // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
  95. namespace ImGui
  96. {
  97. // Main
  98. IMGUI_API ImGuiIO& GetIO();
  99. IMGUI_API ImGuiStyle& GetStyle();
  100. IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
  101. IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
  102. IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
  103. IMGUI_API void Shutdown();
  104. IMGUI_API void ShowUserGuide(); // help block
  105. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
  106. IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
  107. IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui
  108. // Window
  109. IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
  110. IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
  111. IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
  112. IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
  113. IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
  114. IMGUI_API void EndChild();
  115. IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
  116. IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
  117. IMGUI_API float GetContentRegionAvailWidth(); //
  118. IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
  119. IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
  120. IMGUI_API float GetWindowContentRegionWidth(); //
  121. IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
  122. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
  123. IMGUI_API ImVec2 GetWindowSize(); // get current window size
  124. IMGUI_API float GetWindowWidth();
  125. IMGUI_API float GetWindowHeight();
  126. IMGUI_API bool IsWindowCollapsed();
  127. IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
  128. IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
  129. IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
  130. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
  131. IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
  132. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
  133. IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
  134. IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
  135. IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
  136. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
  137. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
  138. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
  139. IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
  140. IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
  141. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
  142. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
  143. IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
  144. IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
  145. IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
  146. IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
  147. IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
  148. IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
  149. IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
  150. IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
  151. IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
  152. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
  153. IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
  154. IMGUI_API ImGuiStorage* GetStateStorage();
  155. // Parameters stacks (shared)
  156. IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
  157. IMGUI_API void PopFont();
  158. IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
  159. IMGUI_API void PopStyleColor(int count = 1);
  160. IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
  161. IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
  162. IMGUI_API void PopStyleVar(int count = 1);
  163. IMGUI_API ImFont* GetFont(); // get current font
  164. IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
  165. IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
  166. IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
  167. IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
  168. // Parameters stacks (current window)
  169. IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
  170. IMGUI_API void PopItemWidth();
  171. IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
  172. IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
  173. IMGUI_API void PopTextWrapPos();
  174. IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
  175. IMGUI_API void PopAllowKeyboardFocus();
  176. IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
  177. IMGUI_API void PopButtonRepeat();
  178. // Cursor / Layout
  179. IMGUI_API void Separator(); // horizontal line
  180. IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
  181. IMGUI_API void NewLine(); // undo a SameLine()
  182. IMGUI_API void Spacing(); // add vertical spacing
  183. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
  184. IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0
  185. IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0
  186. IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
  187. IMGUI_API void EndGroup();
  188. IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
  189. IMGUI_API float GetCursorPosX(); // "
  190. IMGUI_API float GetCursorPosY(); // "
  191. IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
  192. IMGUI_API void SetCursorPosX(float x); // "
  193. IMGUI_API void SetCursorPosY(float y); // "
  194. IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
  195. IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
  196. IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
  197. IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
  198. IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
  199. IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
  200. IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
  201. // Columns
  202. // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
  203. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
  204. IMGUI_API void NextColumn(); // next column
  205. IMGUI_API int GetColumnIndex(); // get current column index
  206. IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
  207. IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
  208. IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
  209. IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
  210. // ID scopes
  211. // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
  212. // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
  213. IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
  214. IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
  215. IMGUI_API void PushID(const void* ptr_id);
  216. IMGUI_API void PushID(int int_id);
  217. IMGUI_API void PopID();
  218. IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
  219. IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
  220. IMGUI_API ImGuiID GetID(const void* ptr_id);
  221. // Widgets
  222. IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1);
  223. IMGUI_API void TextV(const char* fmt, va_list args);
  224. IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
  225. IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
  226. IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
  227. IMGUI_API void TextDisabledV(const char* fmt, va_list args);
  228. IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
  229. IMGUI_API void TextWrappedV(const char* fmt, va_list args);
  230. IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
  231. IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
  232. IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
  233. IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
  234. IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
  235. IMGUI_API void BulletTextV(const char* fmt, va_list args);
  236. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
  237. IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0)
  238. IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
  239. IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
  240. IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
  241. IMGUI_API bool Checkbox(const char* label, bool* v);
  242. IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
  243. IMGUI_API bool RadioButton(const char* label, bool active);
  244. IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
  245. IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
  246. IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
  247. IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
  248. IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
  249. IMGUI_API bool ColorEdit3(const char* label, float col[3]); // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
  250. IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); // "
  251. IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced.
  252. IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
  253. IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
  254. IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
  255. IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
  256. IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
  257. // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
  258. // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
  259. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
  260. IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
  261. IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
  262. IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
  263. IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
  264. IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
  265. IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
  266. IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
  267. IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
  268. IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
  269. // Widgets: Input with Keyboard
  270. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
  271. IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
  272. IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
  273. IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
  274. IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
  275. IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
  276. IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
  277. IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
  278. IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
  279. IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
  280. // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
  281. IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
  282. IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
  283. IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
  284. IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
  285. IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
  286. IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
  287. IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
  288. IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
  289. IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
  290. IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
  291. IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
  292. // Widgets: Trees
  293. IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
  294. IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
  295. IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
  296. IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
  297. IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
  298. IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
  299. IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
  300. IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
  301. IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
  302. IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
  303. IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
  304. IMGUI_API void TreePush(const void* ptr_id = NULL); // "
  305. IMGUI_API void TreePop(); // ~ Unindent()+PopId()
  306. IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
  307. IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
  308. IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
  309. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
  310. IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
  311. // Widgets: Selectable / Lists
  312. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
  313. IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
  314. IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
  315. IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
  316. IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
  317. IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
  318. IMGUI_API void ListBoxFooter(); // terminate the scrolling region
  319. // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
  320. IMGUI_API void Value(const char* prefix, bool b);
  321. IMGUI_API void Value(const char* prefix, int v);
  322. IMGUI_API void Value(const char* prefix, unsigned int v);
  323. IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
  324. IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
  325. IMGUI_API void ValueColor(const char* prefix, ImU32 v);
  326. // Tooltips
  327. IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
  328. IMGUI_API void SetTooltipV(const char* fmt, va_list args);
  329. IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
  330. IMGUI_API void EndTooltip();
  331. // Menus
  332. IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
  333. IMGUI_API void EndMainMenuBar();
  334. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
  335. IMGUI_API void EndMenuBar();
  336. IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
  337. IMGUI_API void EndMenu();
  338. IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
  339. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
  340. // Popups
  341. IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
  342. IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
  343. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
  344. IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
  345. IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
  346. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
  347. IMGUI_API void EndPopup();
  348. IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
  349. // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
  350. IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
  351. IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
  352. IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
  353. IMGUI_API void LogFinish(); // stop logging (close file, etc.)
  354. IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
  355. IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)
  356. // Clipping
  357. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
  358. IMGUI_API void PopClipRect();
  359. // Utilities
  360. IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
  361. IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
  362. IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
  363. IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
  364. IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
  365. IMGUI_API bool IsAnyItemHovered();
  366. IMGUI_API bool IsAnyItemActive();
  367. IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
  368. IMGUI_API ImVec2 GetItemRectMax(); // "
  369. IMGUI_API ImVec2 GetItemRectSize(); // "
  370. IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
  371. IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
  372. IMGUI_API bool IsWindowFocused(); // is current window focused
  373. IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
  374. IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
  375. IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
  376. IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
  377. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
  378. IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
  379. IMGUI_API float GetTime();
  380. IMGUI_API int GetFrameCount();
  381. IMGUI_API const char* GetStyleColName(ImGuiCol idx);
  382. IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
  383. IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
  384. IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
  385. IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
  386. IMGUI_API void EndChildFrame();
  387. IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
  388. IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
  389. IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
  390. IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
  391. // Inputs
  392. IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
  393. IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
  394. IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
  395. IMGUI_API bool IsKeyReleased(int key_index); // "
  396. IMGUI_API bool IsMouseDown(int button); // is mouse button held
  397. IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
  398. IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
  399. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
  400. IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
  401. IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
  402. IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
  403. IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
  404. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
  405. IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
  406. IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
  407. IMGUI_API void ResetMouseDragDelta(int button = 0); //
  408. IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
  409. IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
  410. IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
  411. IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
  412. // Helpers functions to access functions pointers in ImGui::GetIO()
  413. IMGUI_API void* MemAlloc(size_t sz);
  414. IMGUI_API void MemFree(void* ptr);
  415. IMGUI_API const char* GetClipboardText();
  416. IMGUI_API void SetClipboardText(const char* text);
  417. // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
  418. // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
  419. IMGUI_API const char* GetVersion();
  420. IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
  421. IMGUI_API void DestroyContext(ImGuiContext* ctx);
  422. IMGUI_API ImGuiContext* GetCurrentContext();
  423. IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
  424. // Obsolete (will be removed)
  425. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
  426. static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
  427. static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
  428. static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
  429. static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
  430. static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
  431. static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
  432. #endif
  433. } // namespace ImGui
  434. // Flags for ImGui::Begin()
  435. enum ImGuiWindowFlags_
  436. {
  437. // Default: 0
  438. ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
  439. ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
  440. ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
  441. ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
  442. ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel
  443. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
  444. ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
  445. ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
  446. ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
  447. ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
  448. ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
  449. 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.
  450. ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
  451. ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
  452. ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
  453. ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
  454. ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
  455. // [Internal]
  456. ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
  457. ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
  458. ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
  459. ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
  460. ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
  461. ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
  462. ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
  463. ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
  464. };
  465. // Flags for ImGui::InputText()
  466. enum ImGuiInputTextFlags_
  467. {
  468. // Default: 0
  469. ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
  470. ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
  471. ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
  472. ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
  473. ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
  474. ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
  475. ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
  476. ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
  477. ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
  478. ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
  479. ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
  480. ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
  481. ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
  482. ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
  483. ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
  484. ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
  485. // [Internal]
  486. ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
  487. };
  488. // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
  489. enum ImGuiTreeNodeFlags_
  490. {
  491. ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
  492. ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
  493. ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
  494. ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
  495. ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
  496. ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
  497. ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
  498. 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.
  499. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
  500. ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
  501. //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed
  502. //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
  503. ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
  504. };
  505. // Flags for ImGui::Selectable()
  506. enum ImGuiSelectableFlags_
  507. {
  508. // Default: 0
  509. ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
  510. ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
  511. ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
  512. };
  513. // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
  514. enum ImGuiKey_
  515. {
  516. ImGuiKey_Tab, // for tabbing through fields
  517. ImGuiKey_LeftArrow, // for text edit
  518. ImGuiKey_RightArrow,// for text edit
  519. ImGuiKey_UpArrow, // for text edit
  520. ImGuiKey_DownArrow, // for text edit
  521. ImGuiKey_PageUp,
  522. ImGuiKey_PageDown,
  523. ImGuiKey_Home, // for text edit
  524. ImGuiKey_End, // for text edit
  525. ImGuiKey_Delete, // for text edit
  526. ImGuiKey_Backspace, // for text edit
  527. ImGuiKey_Enter, // for text edit
  528. ImGuiKey_Escape, // for text edit
  529. ImGuiKey_A, // for text edit CTRL+A: select all
  530. ImGuiKey_C, // for text edit CTRL+C: copy
  531. ImGuiKey_V, // for text edit CTRL+V: paste
  532. ImGuiKey_X, // for text edit CTRL+X: cut
  533. ImGuiKey_Y, // for text edit CTRL+Y: redo
  534. ImGuiKey_Z, // for text edit CTRL+Z: undo
  535. ImGuiKey_COUNT
  536. };
  537. // Enumeration for PushStyleColor() / PopStyleColor()
  538. enum ImGuiCol_
  539. {
  540. ImGuiCol_Text,
  541. ImGuiCol_TextDisabled,
  542. ImGuiCol_WindowBg, // Background of normal windows
  543. ImGuiCol_ChildWindowBg, // Background of child windows
  544. ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
  545. ImGuiCol_Border,
  546. ImGuiCol_BorderShadow,
  547. ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
  548. ImGuiCol_FrameBgHovered,
  549. ImGuiCol_FrameBgActive,
  550. ImGuiCol_TitleBg,
  551. ImGuiCol_TitleBgCollapsed,
  552. ImGuiCol_TitleBgActive,
  553. ImGuiCol_MenuBarBg,
  554. ImGuiCol_ScrollbarBg,
  555. ImGuiCol_ScrollbarGrab,
  556. ImGuiCol_ScrollbarGrabHovered,
  557. ImGuiCol_ScrollbarGrabActive,
  558. ImGuiCol_ComboBg,
  559. ImGuiCol_CheckMark,
  560. ImGuiCol_SliderGrab,
  561. ImGuiCol_SliderGrabActive,
  562. ImGuiCol_Button,
  563. ImGuiCol_ButtonHovered,
  564. ImGuiCol_ButtonActive,
  565. ImGuiCol_Header,
  566. ImGuiCol_HeaderHovered,
  567. ImGuiCol_HeaderActive,
  568. ImGuiCol_Column,
  569. ImGuiCol_ColumnHovered,
  570. ImGuiCol_ColumnActive,
  571. ImGuiCol_ResizeGrip,
  572. ImGuiCol_ResizeGripHovered,
  573. ImGuiCol_ResizeGripActive,
  574. ImGuiCol_CloseButton,
  575. ImGuiCol_CloseButtonHovered,
  576. ImGuiCol_CloseButtonActive,
  577. ImGuiCol_PlotLines,
  578. ImGuiCol_PlotLinesHovered,
  579. ImGuiCol_PlotHistogram,
  580. ImGuiCol_PlotHistogramHovered,
  581. ImGuiCol_TextSelectedBg,
  582. ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
  583. ImGuiCol_COUNT
  584. };
  585. // Enumeration for PushStyleVar() / PopStyleVar()
  586. // NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
  587. enum ImGuiStyleVar_
  588. {
  589. ImGuiStyleVar_Alpha, // float
  590. ImGuiStyleVar_WindowPadding, // ImVec2
  591. ImGuiStyleVar_WindowRounding, // float
  592. ImGuiStyleVar_WindowMinSize, // ImVec2
  593. ImGuiStyleVar_ChildWindowRounding, // float
  594. ImGuiStyleVar_FramePadding, // ImVec2
  595. ImGuiStyleVar_FrameRounding, // float
  596. ImGuiStyleVar_ItemSpacing, // ImVec2
  597. ImGuiStyleVar_ItemInnerSpacing, // ImVec2
  598. ImGuiStyleVar_IndentSpacing, // float
  599. ImGuiStyleVar_GrabMinSize, // float
  600. ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_*
  601. ImGuiStyleVar_Count_
  602. };
  603. // Enumeration for ColorEditMode()
  604. // FIXME-OBSOLETE: Will be replaced by future color/picker api
  605. enum ImGuiColorEditMode_
  606. {
  607. ImGuiColorEditMode_UserSelect = -2,
  608. ImGuiColorEditMode_UserSelectShowButton = -1,
  609. ImGuiColorEditMode_RGB = 0,
  610. ImGuiColorEditMode_HSV = 1,
  611. ImGuiColorEditMode_HEX = 2
  612. };
  613. // Enumeration for GetMouseCursor()
  614. enum ImGuiMouseCursor_
  615. {
  616. ImGuiMouseCursor_Arrow = 0,
  617. ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
  618. ImGuiMouseCursor_Move, // Unused
  619. ImGuiMouseCursor_ResizeNS, // Unused
  620. ImGuiMouseCursor_ResizeEW, // When hovering over a column
  621. ImGuiMouseCursor_ResizeNESW, // Unused
  622. ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
  623. ImGuiMouseCursor_Count_
  624. };
  625. // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
  626. // All those functions treat 0 as a shortcut to ImGuiSetCond_Always
  627. enum ImGuiSetCond_
  628. {
  629. ImGuiSetCond_Always = 1 << 0, // Set the variable
  630. ImGuiSetCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
  631. ImGuiSetCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
  632. ImGuiSetCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
  633. };
  634. struct ImGuiStyle
  635. {
  636. float Alpha; // Global alpha applies to everything in ImGui
  637. ImVec2 WindowPadding; // Padding within a window
  638. ImVec2 WindowMinSize; // Minimum window size
  639. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
  640. ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
  641. float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
  642. ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
  643. float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
  644. ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
  645. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
  646. ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
  647. float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
  648. float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
  649. float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
  650. float ScrollbarRounding; // Radius of grab corners for scrollbar
  651. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
  652. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
  653. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
  654. ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
  655. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
  656. bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
  657. bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
  658. float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
  659. ImVec4 Colors[ImGuiCol_COUNT];
  660. IMGUI_API ImGuiStyle();
  661. };
  662. // This is where your app communicate with ImGui. Access via ImGui::GetIO().
  663. // Read 'Programmer guide' section in .cpp file for general usage.
  664. struct ImGuiIO
  665. {
  666. //------------------------------------------------------------------
  667. // Settings (fill once) // Default value:
  668. //------------------------------------------------------------------
  669. ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
  670. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
  671. float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
  672. const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
  673. const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
  674. float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
  675. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
  676. float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
  677. int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
  678. float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
  679. float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
  680. void* UserData; // = NULL // Store your own data for retrieval by callbacks.
  681. ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
  682. float FontGlobalScale; // = 1.0f // Global scale all fonts
  683. bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
  684. ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
  685. ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
  686. ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
  687. // Advanced/subtle behaviors
  688. bool OSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
  689. //------------------------------------------------------------------
  690. // User Functions
  691. //------------------------------------------------------------------
  692. // Rendering function, will be called in Render().
  693. // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
  694. // See example applications if you are unsure of how to implement this.
  695. void (*RenderDrawListsFn)(ImDrawData* data);
  696. // Optional: access OS clipboard
  697. // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
  698. const char* (*GetClipboardTextFn)();
  699. void (*SetClipboardTextFn)(const char* text);
  700. // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
  701. // (default to posix malloc/free)
  702. void* (*MemAllocFn)(size_t sz);
  703. void (*MemFreeFn)(void* ptr);
  704. // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
  705. // (default to use native imm32 api on Windows)
  706. void (*ImeSetInputScreenPosFn)(int x, int y);
  707. void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
  708. //------------------------------------------------------------------
  709. // Input - Fill before calling NewFrame()
  710. //------------------------------------------------------------------
  711. ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  712. bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
  713. float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
  714. bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
  715. bool KeyCtrl; // Keyboard modifier pressed: Control
  716. bool KeyShift; // Keyboard modifier pressed: Shift
  717. bool KeyAlt; // Keyboard modifier pressed: Alt
  718. bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
  719. bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
  720. ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
  721. // Functions
  722. IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
  723. IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
  724. inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
  725. //------------------------------------------------------------------
  726. // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
  727. //------------------------------------------------------------------
  728. bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
  729. bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
  730. bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
  731. float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
  732. int MetricsAllocs; // Number of active memory allocations
  733. int MetricsRenderVertices; // Vertices output during last call to Render()
  734. int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
  735. int MetricsActiveWindows; // Number of visible windows (exclude child windows)
  736. //------------------------------------------------------------------
  737. // [Internal] ImGui will maintain those fields for you
  738. //------------------------------------------------------------------
  739. ImVec2 MousePosPrev; // Previous mouse position
  740. ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
  741. bool MouseClicked[5]; // Mouse button went from !Down to Down
  742. ImVec2 MouseClickedPos[5]; // Position at time of clicking
  743. float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
  744. bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
  745. bool MouseReleased[5]; // Mouse button went from Down to !Down
  746. bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
  747. float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
  748. float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
  749. float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
  750. float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
  751. float KeysDownDurationPrev[512]; // Previous duration the key has been down
  752. IMGUI_API ImGuiIO();
  753. };
  754. //-----------------------------------------------------------------------------
  755. // Helpers
  756. //-----------------------------------------------------------------------------
  757. // Helpers macros to generate 32-bits encoded colors
  758. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  759. #define IM_COL32_R_SHIFT 16
  760. #define IM_COL32_G_SHIFT 8
  761. #define IM_COL32_B_SHIFT 0
  762. #define IM_COL32_A_SHIFT 24
  763. #else
  764. #define IM_COL32_R_SHIFT 0
  765. #define IM_COL32_G_SHIFT 8
  766. #define IM_COL32_B_SHIFT 16
  767. #define IM_COL32_A_SHIFT 24
  768. #endif
  769. #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
  770. #define IM_COL32_WHITE (IM_COL32(255,255,255,255))
  771. #define IM_COL32_BLACK (IM_COL32(0,0,0,255))
  772. #define IM_COL32_BLACK_TRANS (IM_COL32(0,0,0,0)) // Transparent black
  773. // Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
  774. // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
  775. template<typename T>
  776. class ImVector
  777. {
  778. public:
  779. int Size;
  780. int Capacity;
  781. T* Data;
  782. typedef T value_type;
  783. typedef value_type* iterator;
  784. typedef const value_type* const_iterator;
  785. ImVector() { Size = Capacity = 0; Data = NULL; }
  786. ~ImVector() { if (Data) ImGui::MemFree(Data); }
  787. inline bool empty() const { return Size == 0; }
  788. inline int size() const { return Size; }
  789. inline int capacity() const { return Capacity; }
  790. inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
  791. inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
  792. inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
  793. inline iterator begin() { return Data; }
  794. inline const_iterator begin() const { return Data; }
  795. inline iterator end() { return Data + Size; }
  796. inline const_iterator end() const { return Data + Size; }
  797. inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
  798. inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
  799. inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
  800. inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
  801. inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
  802. inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
  803. inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
  804. inline void reserve(int new_capacity)
  805. {
  806. if (new_capacity <= Capacity) return;
  807. T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
  808. if (Data)
  809. memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
  810. ImGui::MemFree(Data);
  811. Data = new_data;
  812. Capacity = new_capacity;
  813. }
  814. inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
  815. inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
  816. inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
  817. inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
  818. };
  819. // Helper: execute a block of code at maximum once a frame
  820. // Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
  821. // Usage:
  822. // IMGUI_ONCE_UPON_A_FRAME
  823. // {
  824. // // code block will be executed one per frame
  825. // }
  826. // Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
  827. #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
  828. struct ImGuiOnceUponAFrame
  829. {
  830. ImGuiOnceUponAFrame() { RefFrame = -1; }
  831. mutable int RefFrame;
  832. operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
  833. };
  834. // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
  835. struct ImGuiTextFilter
  836. {
  837. struct TextRange
  838. {
  839. const char* b;
  840. const char* e;
  841. TextRange() { b = e = NULL; }
  842. TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
  843. const char* begin() const { return b; }
  844. const char* end() const { return e; }
  845. bool empty() const { return b == e; }
  846. char front() const { return *b; }
  847. static bool is_blank(char c) { return c == ' ' || c == '\t'; }
  848. void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
  849. IMGUI_API void split(char separator, ImVector<TextRange>& out);
  850. };
  851. char InputBuf[256];
  852. ImVector<TextRange> Filters;
  853. int CountGrep;
  854. ImGuiTextFilter(const char* default_filter = "");
  855. ~ImGuiTextFilter() {}
  856. void Clear() { InputBuf[0] = 0; Build(); }
  857. bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
  858. bool PassFilter(const char* text, const char* text_end = NULL) const;
  859. bool IsActive() const { return !Filters.empty(); }
  860. IMGUI_API void Build();
  861. };
  862. // Helper: Text buffer for logging/accumulating text
  863. struct ImGuiTextBuffer
  864. {
  865. ImVector<char> Buf;
  866. ImGuiTextBuffer() { Buf.push_back(0); }
  867. inline char operator[](int i) { return Buf.Data[i]; }
  868. const char* begin() const { return &Buf.front(); }
  869. const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
  870. int size() const { return Buf.Size - 1; }
  871. bool empty() { return Buf.Size <= 1; }
  872. void clear() { Buf.clear(); Buf.push_back(0); }
  873. const char* c_str() const { return Buf.Data; }
  874. IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2);
  875. IMGUI_API void appendv(const char* fmt, va_list args);
  876. };
  877. // Helper: Simple Key->value storage
  878. // - Store collapse state for a tree (Int 0/1)
  879. // - Store color edit options (Int using values in ImGuiColorEditMode enum).
  880. // - Custom user storage for temporary values.
  881. // Typically you don't have to worry about this since a storage is held within each Window.
  882. // Declare your own storage if:
  883. // - 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).
  884. // - You want to store custom debug data easily without adding or editing structures in your code.
  885. // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
  886. struct ImGuiStorage
  887. {
  888. struct Pair
  889. {
  890. ImGuiID key;
  891. union { int val_i; float val_f; void* val_p; };
  892. Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
  893. Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
  894. Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
  895. };
  896. ImVector<Pair> Data;
  897. // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
  898. // - Set***() functions find pair, insertion on demand if missing.
  899. // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
  900. IMGUI_API void Clear();
  901. IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
  902. IMGUI_API void SetInt(ImGuiID key, int val);
  903. IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
  904. IMGUI_API void SetBool(ImGuiID key, bool val);
  905. IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
  906. IMGUI_API void SetFloat(ImGuiID key, float val);
  907. IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
  908. IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
  909. // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
  910. // - 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.
  911. // - A typical use case where this is convenient:
  912. // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
  913. // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
  914. IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
  915. IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
  916. IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
  917. IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
  918. // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
  919. IMGUI_API void SetAllInt(int val);
  920. };
  921. // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
  922. struct ImGuiTextEditCallbackData
  923. {
  924. ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
  925. ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
  926. void* UserData; // What user passed to InputText() // Read-only
  927. bool ReadOnly; // Read-only mode // Read-only
  928. // CharFilter event:
  929. ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
  930. // Completion,History,Always events:
  931. // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
  932. ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
  933. char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
  934. int BufTextLen; // Current text length in bytes // Read-write
  935. int BufSize; // Maximum text length in bytes // Read-only
  936. bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
  937. int CursorPos; // // Read-write
  938. int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
  939. int SelectionEnd; // // Read-write
  940. // NB: Helper functions for text manipulation. Calling those function loses selection.
  941. void DeleteChars(int pos, int bytes_count);
  942. void InsertChars(int pos, const char* text, const char* text_end = NULL);
  943. bool HasSelection() const { return SelectionStart != SelectionEnd; }
  944. };
  945. // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
  946. // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
  947. struct ImGuiSizeConstraintCallbackData
  948. {
  949. void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
  950. ImVec2 Pos; // Read-only. Window position, for reference.
  951. ImVec2 CurrentSize; // Read-only. Current window size.
  952. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
  953. };
  954. // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
  955. // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
  956. // Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
  957. // 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.
  958. struct ImColor
  959. {
  960. ImVec4 Value;
  961. ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
  962. ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
  963. ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
  964. ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
  965. ImColor(const ImVec4& col) { Value = col; }
  966. inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
  967. inline operator ImVec4() const { return Value; }
  968. inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
  969. static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
  970. };
  971. // Helper: Manually clip large list of items.
  972. // 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.
  973. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
  974. // 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.
  975. // Usage:
  976. // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
  977. // while (clipper.Step())
  978. // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
  979. // ImGui::Text("line number %d", i);
  980. // - 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).
  981. // - 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.
  982. // - (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.)
  983. // - 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.
  984. struct ImGuiListClipper
  985. {
  986. float StartPosY;
  987. float ItemsHeight;
  988. int ItemsCount, StepNo, DisplayStart, DisplayEnd;
  989. // 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).
  990. // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
  991. // 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().
  992. ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
  993. ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
  994. IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
  995. IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
  996. IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
  997. };
  998. //-----------------------------------------------------------------------------
  999. // Draw List
  1000. // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
  1001. //-----------------------------------------------------------------------------
  1002. // Draw callbacks for advanced uses.
  1003. // 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)
  1004. // Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
  1005. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
  1006. typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
  1007. // Typically, 1 command = 1 gpu draw call (unless command is a callback)
  1008. struct ImDrawCmd
  1009. {
  1010. unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
  1011. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
  1012. ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
  1013. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
  1014. void* UserCallbackData; // The draw callback code can access this.
  1015. ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
  1016. };
  1017. // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
  1018. #ifndef ImDrawIdx
  1019. typedef unsigned short ImDrawIdx;
  1020. #endif
  1021. // Vertex layout
  1022. #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
  1023. struct ImDrawVert
  1024. {
  1025. ImVec2 pos;
  1026. ImVec2 uv;
  1027. ImU32 col;
  1028. };
  1029. #else
  1030. // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
  1031. // 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.
  1032. // The type has to be described within the macro (you can either declare the struct or use a typedef)
  1033. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
  1034. #endif
  1035. // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
  1036. // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
  1037. struct ImDrawChannel
  1038. {
  1039. ImVector<ImDrawCmd> CmdBuffer;
  1040. ImVector<ImDrawIdx> IdxBuffer;
  1041. };
  1042. // Draw command list
  1043. // 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.
  1044. // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
  1045. // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
  1046. // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
  1047. // All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
  1048. struct ImDrawList
  1049. {
  1050. // This is what you have to render
  1051. ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
  1052. ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
  1053. ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
  1054. // [Internal, used while building lists]
  1055. const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
  1056. unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
  1057. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
  1058. ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
  1059. ImVector<ImVec4> _ClipRectStack; // [Internal]
  1060. ImVector<ImTextureID> _TextureIdStack; // [Internal]
  1061. ImVector<ImVec2> _Path; // [Internal] current path building
  1062. int _ChannelsCurrent; // [Internal] current channel number (0)
  1063. int _ChannelsCount; // [Internal] number of active channels (1+)
  1064. ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
  1065. ImDrawList() { _OwnerName = NULL; Clear(); }
  1066. ~ImDrawList() { ClearFreeMemory(); }
  1067. IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
  1068. IMGUI_API void PushClipRectFullScreen();
  1069. IMGUI_API void PopClipRect();
  1070. IMGUI_API void PushTextureID(const ImTextureID& texture_id);
  1071. IMGUI_API void PopTextureID();
  1072. // Primitives
  1073. IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
  1074. IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right
  1075. IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
  1076. IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
  1077. IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
  1078. IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
  1079. IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
  1080. IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
  1081. IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
  1082. IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
  1083. IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
  1084. IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
  1085. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
  1086. IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
  1087. IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
  1088. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
  1089. // Stateful path API, add points then finish with PathFill() or PathStroke()
  1090. inline void PathClear() { _Path.resize(0); }
  1091. inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
  1092. inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
  1093. inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
  1094. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
  1095. IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
  1096. IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
  1097. IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
  1098. IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F);
  1099. // Channels
  1100. // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
  1101. // - 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)
  1102. IMGUI_API void ChannelsSplit(int channels_count);
  1103. IMGUI_API void ChannelsMerge();
  1104. IMGUI_API void ChannelsSetCurrent(int channel_index);
  1105. // Advanced
  1106. IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
  1107. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
  1108. // Internal helpers
  1109. // NB: all primitives needs to be reserved via PrimReserve() beforehand!
  1110. IMGUI_API void Clear();
  1111. IMGUI_API void ClearFreeMemory();
  1112. IMGUI_API void PrimReserve(int idx_count, int vtx_count);
  1113. IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
  1114. IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
  1115. IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
  1116. inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
  1117. inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
  1118. inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
  1119. IMGUI_API void UpdateClipRect();
  1120. IMGUI_API void UpdateTextureID();
  1121. };
  1122. // All draw data to render an ImGui frame
  1123. struct ImDrawData
  1124. {
  1125. bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
  1126. ImDrawList** CmdLists;
  1127. int CmdListsCount;
  1128. int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
  1129. int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
  1130. // Functions
  1131. ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
  1132. IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
  1133. IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
  1134. };
  1135. struct ImFontConfig
  1136. {
  1137. void* FontData; // // TTF data
  1138. int FontDataSize; // // TTF data size
  1139. bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
  1140. int FontNo; // 0 // Index of font within TTF file
  1141. float SizePixels; // // Size in pixels for rasterizer
  1142. int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
  1143. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
  1144. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
  1145. const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
  1146. bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
  1147. bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
  1148. // [Internal]
  1149. char Name[32]; // Name (strictly for debugging)
  1150. ImFont* DstFont;
  1151. IMGUI_API ImFontConfig();
  1152. };
  1153. // Load and rasterize multiple TTF fonts into a same texture.
  1154. // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
  1155. // We also add custom graphic data into the texture that serves for ImGui.
  1156. // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
  1157. // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
  1158. // 3. Upload the pixels data into a texture within your graphics system.
  1159. // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
  1160. // 5. Call ClearTexData() to free textures memory on the heap.
  1161. // NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
  1162. struct ImFontAtlas
  1163. {
  1164. IMGUI_API ImFontAtlas();
  1165. IMGUI_API ~ImFontAtlas();
  1166. IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
  1167. IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
  1168. IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
  1169. IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
  1170. IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
  1171. IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
  1172. IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
  1173. IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
  1174. IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
  1175. IMGUI_API void Clear(); // Clear all
  1176. // Retrieve texture data
  1177. // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
  1178. // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
  1179. // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
  1180. // Pitch = Width * BytesPerPixels
  1181. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
  1182. IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
  1183. void SetTexID(void* id) { TexID = id; }
  1184. // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
  1185. // NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
  1186. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
  1187. IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
  1188. IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
  1189. IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
  1190. IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
  1191. IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
  1192. // Members
  1193. // (Access texture data via GetTexData*() calls which will setup a default font for you.)
  1194. void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
  1195. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
  1196. unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
  1197. int TexWidth; // Texture width calculated during Build().
  1198. int TexHeight; // Texture height calculated during Build().
  1199. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
  1200. ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
  1201. 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.
  1202. // Private
  1203. ImVector<ImFontConfig> ConfigData; // Internal data
  1204. IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
  1205. IMGUI_API void RenderCustomTexData(int pass, void* rects);
  1206. };
  1207. // Font runtime data and rendering
  1208. // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
  1209. struct ImFont
  1210. {
  1211. struct Glyph
  1212. {
  1213. ImWchar Codepoint;
  1214. float XAdvance;
  1215. float X0, Y0, X1, Y1;
  1216. float U0, V0, U1, V1; // Texture coordinates
  1217. };
  1218. // Members: Hot ~62/78 bytes
  1219. float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
  1220. float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
  1221. ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
  1222. ImVector<Glyph> Glyphs; // // All glyphs.
  1223. ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
  1224. ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
  1225. const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
  1226. float FallbackXAdvance; // == FallbackGlyph->XAdvance
  1227. ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
  1228. // Members: Cold ~18/26 bytes
  1229. short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
  1230. ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
  1231. ImFontAtlas* ContainerAtlas; // // What we has been loaded into
  1232. float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
  1233. // Methods
  1234. IMGUI_API ImFont();
  1235. IMGUI_API ~ImFont();
  1236. IMGUI_API void Clear();
  1237. IMGUI_API void BuildLookupTable();
  1238. IMGUI_API const Glyph* FindGlyph(ImWchar c) const;
  1239. IMGUI_API void SetFallbackChar(ImWchar c);
  1240. float GetCharAdvance(ImWchar c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
  1241. bool IsLoaded() const { return ContainerAtlas != NULL; }
  1242. // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
  1243. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
  1244. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
  1245. IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
  1246. IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
  1247. IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
  1248. // Private
  1249. IMGUI_API void GrowIndex(int new_size);
  1250. IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
  1251. };
  1252. #if defined(__clang__)
  1253. #pragma clang diagnostic pop
  1254. #endif
  1255. //---- Include imgui_user.h at the end of imgui.h
  1256. //---- So you can include code that extends ImGui using any of the types declared above.
  1257. //---- (also convenient for user to only explicitly include vanilla imgui.h)
  1258. #ifdef IMGUI_INCLUDE_IMGUI_USER_H
  1259. #include "imgui_user.h"
  1260. #endif